Giegue
2017-04-07, 04:05 PM
So I felt two things where missing from 5e as it stands now in terms of divine spellcasters. The first was a "cloth-wearing" priest, like often found in MMOs like world of Warcraft or JRPGs. The second was a charismatic preacher type of character option. While I considered making a custom d6 "priest" kind of class I ultimately decided that was unnecessary since, lo and behold, clerics get their archetype at 1st level. This means that an archetype that changes their casting stat and plays around with their proficiencies is totally doable. So I came up with this. I have no idea how balanced it is, however, so any and all help is appreciated. I did not add fluff yet because it is very BETA but once I get some advice on it I will put in the fluff. Again, balance advice would be most appreciated! Now here is the domain...
Divine Domain: Priest
http://i.imgur.com/ytru4VX.png
Domain Spells
You gain a different set of domain spells based on the alignment of your deity (or your ideal's associate alignment if you worship an ideal.) if you worship a good-aligned deity (or follow a good-aligned ideal), you use use the Holy Priest Domain Spell List. If you worship an evil-aligned deity (or follow an evil-aligned ideal), you use the Unholy Priest Domain Spell List. If your deity or ideal is neutral, you choose which domain spells list you use at 1st level but once the choice is made it cannot be changed.
Holy Priest Domain Spell List
1st: Cure Wounds, Sanctuary
3rd: Hold Person, Warding Bond
5th: Aura of Vitality, Haste
7th: Death Ward, Stoneskin
9th: Hold Monster, Mass Cure Wounds
Unholy Priest Domain Spell List
1st: Cause Fear*, Inflict Wounds
3rd: Ray of Enfeeblement, Suggestion
5th: Animate Dead, Vampiric Touch
7th: Blight, Evard's Black Tentacles
9th: Dominate Person, Planar Binding
(Spells marked with a * are from the "Starter Spells" Unearthed Arcana article.)
Strength of Conviction
Your divine magic comes the strength of your own convictions and zeal rather than your connection to your deity. Starting at 1st level, you use Charisma instead of Wisdom as your spellcasting ability. You replace all instances of "Wisdom" with "Charisma" in your Cleric spellcasting feature. (So you use your Charisma modifier in place of your Wisdom modifier when preparing spells and calculating your spell save DC and spell attack modifier. Cleric spells that refer to your spellcasting ability use your Charisma in place of your Wisdom.) You also use your Charisma modifier in place of your Wisdom modifier when determining your Channel Divinity DC. Additionally, your strength of conviction also allows you to force your will upon others or sway them to your cause. When you select this domain, you gain proficiency with your choice of Persuasion or Intimidation.
Armor of Faith
While your magic comes from the strength of your convictions, your direct connection to your deity is still strong enough that you can draw upon it for protection. While you are wearing no armor and carrying no shield, your AC equals 13 + your Wisdom modifier. However, due to your zeal you feel no need to rely on armor and shields for protection, believing wholeheartedly that your deity will protect you. You lose the proficiency with light armor, medium armor and shields you gain from the Cleric class.
Channel Divinity: Divine Seal/Invert Healing
At 2nd level, you gain one of the following channel divinity options, based on what domain spell list you use. If you use the Holy Priest Domain Spell List, you gain the Divine Seal channel divinity. If you use the Unholy Priest Domain Spell List, you gain the Invert Healing channel divinity. These channel divinity options are described below:
Divine Seal. As a bonus action, you present your holy symbol and create a divine sigil beneath the feet of one ally you can see within 30ft that lasts until the end of your turn. As long as that ally is standing in that sigil: when you cast a cleric spell that heals damage on them, instead of rolling dice to determine how much damage that spell heals them for, that spell heals them for the maximum amount of damage it could heal for. (So if you cast a Cure Wounds spell on that ally using a 1st level slot, it would heal 8 + your charisma modifier damage instead of 1d8 + your charisma modifier damage. If you cast a Mass Cure Wounds on your party using a 5th level slot, that ally would heal 24 + your charisma modifier while the rest of your party would heal 3d8 + your charisma modifier.)
Invert Healing. You brandish your holy symbol as a bonus action, inverting healing energies around you. For 1 minute, no creature within 60 feet of you can regain hit points due to magic. Instead, when a creature would regain hit points, it must make a Constitution saving throw or take necrotic damage equal to the amount it would have regained. For this minute, you may cast cleric spells that heal hit point damage on hostile creatures. (forcing them to take damage if they fail their Constitution saving throw as-per the effects of this Channel Divinity.)
Divine Boon
At 6th level, you gain a divine boon from your deity, determined by what domain spell list you use. If you use the Holy Priest Domain Spell List you gain the Holy Ward boon. If you use the Unholy Priest Domain Spell List you gain the Aura of Desecration boon. Both boons are described below:
Holy Ward. When you cast a cleric spell of 1st level or higher that heals damage, you can create a holy ward on each target of that spell which lasts until you finish a long rest. As long as these wards are active, they provide the character(s) who have them with temporary hit points equal to 2 + the level of the spell that triggered this feature. (So, if you cast Cure Wounds on an ally with a 3rd level slot and then placed a ward on them with this feature, they would gain 5 temporary hit points from that ward.)
Aura of Desecration. All undead under your control gain temporary hit points equal to your cleric level and add your proficiency bonus to their weapon damage rolls as long as they remain within 30ft of you. Additionally, undead under your control within 30ft of you count as living creatures instead of undead for the effects of cleric spells you cast that heal damage or remove conditions.
Infused Spellcasting
Starting at 8th level, you cleric cantrips that deal damage deal additional damage equal to your Charisma modifier. If you use the Holy Priest Domain Spell List, this additional damage is radiant. If you use the Unholy Priest Domain Spell List, this additional damage is necrotic.
Divine Boon Improvement
At 17th level, your Divine Boon improves, gaining another special ability. The ability each Boon option gains is detailed below:
Protecting Ward. When you give an ally a ward with your Holy Ward feature you can also give them a protective blessing. The first time that ally would fail a saving throw after receiving that ward, they can re-roll that saving throw with a bonus equal to your Charisma modifier on that roll.
Zone of Desecration. You can use your Aura of Desecration to taint a 30ft area centered on you as an action. When you do this, all corpses in the area rise as skeletons or zombies (that are not under your control). Anything that dies in this area after you used this feature rises as a skeleton or zombie 48 hours later. (these undead are also not under your control.) Any cleric can end the undead reanimation effect of this feature by casting a Hallow spell powered by holy energy on this area.
Additionally, when you use this feature, you can use your bonus action as a part of this feature to take control of any undead in the area. When you do this, you choose any any number of undead with a total combined CR up to your Cleric level in the area. These creatures must make a Charisma saving throw against your Cleric spell save DC. If a creature succeeds, this feature has no effect on it. If a creature fails, it is dominated by you, as if by the Dominate Monster spell, for 4 hours. Intelligent undead are harder to control in this way. If a target has an Intelligence of 8 or higher, it has advantage on the saving throw.
Once you use this feature, you cannot do so again until you complete a long rest
Divine Domain: Priest
http://i.imgur.com/ytru4VX.png
Domain Spells
You gain a different set of domain spells based on the alignment of your deity (or your ideal's associate alignment if you worship an ideal.) if you worship a good-aligned deity (or follow a good-aligned ideal), you use use the Holy Priest Domain Spell List. If you worship an evil-aligned deity (or follow an evil-aligned ideal), you use the Unholy Priest Domain Spell List. If your deity or ideal is neutral, you choose which domain spells list you use at 1st level but once the choice is made it cannot be changed.
Holy Priest Domain Spell List
1st: Cure Wounds, Sanctuary
3rd: Hold Person, Warding Bond
5th: Aura of Vitality, Haste
7th: Death Ward, Stoneskin
9th: Hold Monster, Mass Cure Wounds
Unholy Priest Domain Spell List
1st: Cause Fear*, Inflict Wounds
3rd: Ray of Enfeeblement, Suggestion
5th: Animate Dead, Vampiric Touch
7th: Blight, Evard's Black Tentacles
9th: Dominate Person, Planar Binding
(Spells marked with a * are from the "Starter Spells" Unearthed Arcana article.)
Strength of Conviction
Your divine magic comes the strength of your own convictions and zeal rather than your connection to your deity. Starting at 1st level, you use Charisma instead of Wisdom as your spellcasting ability. You replace all instances of "Wisdom" with "Charisma" in your Cleric spellcasting feature. (So you use your Charisma modifier in place of your Wisdom modifier when preparing spells and calculating your spell save DC and spell attack modifier. Cleric spells that refer to your spellcasting ability use your Charisma in place of your Wisdom.) You also use your Charisma modifier in place of your Wisdom modifier when determining your Channel Divinity DC. Additionally, your strength of conviction also allows you to force your will upon others or sway them to your cause. When you select this domain, you gain proficiency with your choice of Persuasion or Intimidation.
Armor of Faith
While your magic comes from the strength of your convictions, your direct connection to your deity is still strong enough that you can draw upon it for protection. While you are wearing no armor and carrying no shield, your AC equals 13 + your Wisdom modifier. However, due to your zeal you feel no need to rely on armor and shields for protection, believing wholeheartedly that your deity will protect you. You lose the proficiency with light armor, medium armor and shields you gain from the Cleric class.
Channel Divinity: Divine Seal/Invert Healing
At 2nd level, you gain one of the following channel divinity options, based on what domain spell list you use. If you use the Holy Priest Domain Spell List, you gain the Divine Seal channel divinity. If you use the Unholy Priest Domain Spell List, you gain the Invert Healing channel divinity. These channel divinity options are described below:
Divine Seal. As a bonus action, you present your holy symbol and create a divine sigil beneath the feet of one ally you can see within 30ft that lasts until the end of your turn. As long as that ally is standing in that sigil: when you cast a cleric spell that heals damage on them, instead of rolling dice to determine how much damage that spell heals them for, that spell heals them for the maximum amount of damage it could heal for. (So if you cast a Cure Wounds spell on that ally using a 1st level slot, it would heal 8 + your charisma modifier damage instead of 1d8 + your charisma modifier damage. If you cast a Mass Cure Wounds on your party using a 5th level slot, that ally would heal 24 + your charisma modifier while the rest of your party would heal 3d8 + your charisma modifier.)
Invert Healing. You brandish your holy symbol as a bonus action, inverting healing energies around you. For 1 minute, no creature within 60 feet of you can regain hit points due to magic. Instead, when a creature would regain hit points, it must make a Constitution saving throw or take necrotic damage equal to the amount it would have regained. For this minute, you may cast cleric spells that heal hit point damage on hostile creatures. (forcing them to take damage if they fail their Constitution saving throw as-per the effects of this Channel Divinity.)
Divine Boon
At 6th level, you gain a divine boon from your deity, determined by what domain spell list you use. If you use the Holy Priest Domain Spell List you gain the Holy Ward boon. If you use the Unholy Priest Domain Spell List you gain the Aura of Desecration boon. Both boons are described below:
Holy Ward. When you cast a cleric spell of 1st level or higher that heals damage, you can create a holy ward on each target of that spell which lasts until you finish a long rest. As long as these wards are active, they provide the character(s) who have them with temporary hit points equal to 2 + the level of the spell that triggered this feature. (So, if you cast Cure Wounds on an ally with a 3rd level slot and then placed a ward on them with this feature, they would gain 5 temporary hit points from that ward.)
Aura of Desecration. All undead under your control gain temporary hit points equal to your cleric level and add your proficiency bonus to their weapon damage rolls as long as they remain within 30ft of you. Additionally, undead under your control within 30ft of you count as living creatures instead of undead for the effects of cleric spells you cast that heal damage or remove conditions.
Infused Spellcasting
Starting at 8th level, you cleric cantrips that deal damage deal additional damage equal to your Charisma modifier. If you use the Holy Priest Domain Spell List, this additional damage is radiant. If you use the Unholy Priest Domain Spell List, this additional damage is necrotic.
Divine Boon Improvement
At 17th level, your Divine Boon improves, gaining another special ability. The ability each Boon option gains is detailed below:
Protecting Ward. When you give an ally a ward with your Holy Ward feature you can also give them a protective blessing. The first time that ally would fail a saving throw after receiving that ward, they can re-roll that saving throw with a bonus equal to your Charisma modifier on that roll.
Zone of Desecration. You can use your Aura of Desecration to taint a 30ft area centered on you as an action. When you do this, all corpses in the area rise as skeletons or zombies (that are not under your control). Anything that dies in this area after you used this feature rises as a skeleton or zombie 48 hours later. (these undead are also not under your control.) Any cleric can end the undead reanimation effect of this feature by casting a Hallow spell powered by holy energy on this area.
Additionally, when you use this feature, you can use your bonus action as a part of this feature to take control of any undead in the area. When you do this, you choose any any number of undead with a total combined CR up to your Cleric level in the area. These creatures must make a Charisma saving throw against your Cleric spell save DC. If a creature succeeds, this feature has no effect on it. If a creature fails, it is dominated by you, as if by the Dominate Monster spell, for 4 hours. Intelligent undead are harder to control in this way. If a target has an Intelligence of 8 or higher, it has advantage on the saving throw.
Once you use this feature, you cannot do so again until you complete a long rest