quinron
2017-07-06, 05:38 AM
A new domain for my new setting. Spells and abilities are centered around social interaction with a secondary concept of industrialization. Would make for a decent face cleric with a lot of social versatility.
URBAN DOMAIN
Urban gods - such as Athena, Boldrei, and Erathis - can embody all aspects of humanoid civilization. Some are proponents of progress and improvement, instructing their followers to innovate and develop new technologies and philosophies. Others value the community, security, and prosperity that come with greater populations. However, with greater populations come scarcity and squalor; some gods teach charity toward the downtrodden, while others teach the disadvantaged to take what they can from those who have more. Followers of urban gods come from all walks of life, and most become involved in their local government or hierarchy in order to better the city, whether for themselves or others. Urban deities often come into conflict with nature deities, as urban expansion inevitably leads to the destruction of the wilderness. Recently, gods of trade, craft, and artifice such as Shinare, Lugh, and Hephaestus are being revered as urban gods.
URBAN DOMAIN SPELLS
Cleric Level
Spells
1st
comprehend languages, grease
3rd
knock, pyrotechnics
5th
stinking cloud, tongues
7th
blight, fabricate
9th
cloudkill, passwall
BONUS PROFICIENCY
At 1st level, you gain proficiency with firearms.
This archetype is intended to work with my homebrews for new guns, which can be found here (http://www.giantitp.com/forums/showthread.php?517154-New-Guns-Old-West) if you're curious. In settings that don't include firearms, I' recommend changing this to martial weapons - I don't think that would damage the class's cohesion.
COSMOPOLITAN
Also at 1st level, you gain the friends cantrip. You learn one additional language, and you gain proficiency in one skill of your choice: Deception, Intimidation, Performance, or Persuasion.
CHANNEL DIVINITY: CENSUS
Starting at 2nd level, you can use your divine power to determine an area's population. As an action, you gain an estimate of the number of humanoids within a 1-mile radius, as listed on the table below.
Census Result
Number of Humanoids
Unpopulated
0
Sparsely populated
1-20
Lightly populated
21-50
Moderately populated
51-100
Heavily populated
101-200
Densely populated
201-500
Overpopulated
501 or more
As part of the same action, you can also gain an estimate of the number of humanoids within 1000 feet, 500 feet, or 100 feet. This feature doesn't reveal the creatures' locations or exact number.
CHANNEL DIVINITY: SPEAK AUTHORITATIVELY
At 6th level, you can use your Channel Divinity to impose your will on others. As an action, choose one humanoid that you can see within 30 feet of you. If the creature can't understand your speech, the attempt fails, but you don't lose a use of Channel Divinity.
If the creature does understand your speech, it must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, it is charmed by you for 1 hour. While charmed, the creature has disadvantage on all Wisdom (Insight) checks made against you.
When the effect ends, the creature doesn't realize it was charmed by you and continues to act as it was acting before the effect ended.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon with the forces of urban development. 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 fire, poison, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
IMPROVED AUTHORITY
At 17th level, creatures charmed by Speak Authoritatively automatically fail all Wisdom (Insight) checks against you, and you automatically succeed on all Charisma checks against them.
URBAN DOMAIN
Urban gods - such as Athena, Boldrei, and Erathis - can embody all aspects of humanoid civilization. Some are proponents of progress and improvement, instructing their followers to innovate and develop new technologies and philosophies. Others value the community, security, and prosperity that come with greater populations. However, with greater populations come scarcity and squalor; some gods teach charity toward the downtrodden, while others teach the disadvantaged to take what they can from those who have more. Followers of urban gods come from all walks of life, and most become involved in their local government or hierarchy in order to better the city, whether for themselves or others. Urban deities often come into conflict with nature deities, as urban expansion inevitably leads to the destruction of the wilderness. Recently, gods of trade, craft, and artifice such as Shinare, Lugh, and Hephaestus are being revered as urban gods.
URBAN DOMAIN SPELLS
Cleric Level
Spells
1st
comprehend languages, grease
3rd
knock, pyrotechnics
5th
stinking cloud, tongues
7th
blight, fabricate
9th
cloudkill, passwall
BONUS PROFICIENCY
At 1st level, you gain proficiency with firearms.
This archetype is intended to work with my homebrews for new guns, which can be found here (http://www.giantitp.com/forums/showthread.php?517154-New-Guns-Old-West) if you're curious. In settings that don't include firearms, I' recommend changing this to martial weapons - I don't think that would damage the class's cohesion.
COSMOPOLITAN
Also at 1st level, you gain the friends cantrip. You learn one additional language, and you gain proficiency in one skill of your choice: Deception, Intimidation, Performance, or Persuasion.
CHANNEL DIVINITY: CENSUS
Starting at 2nd level, you can use your divine power to determine an area's population. As an action, you gain an estimate of the number of humanoids within a 1-mile radius, as listed on the table below.
Census Result
Number of Humanoids
Unpopulated
0
Sparsely populated
1-20
Lightly populated
21-50
Moderately populated
51-100
Heavily populated
101-200
Densely populated
201-500
Overpopulated
501 or more
As part of the same action, you can also gain an estimate of the number of humanoids within 1000 feet, 500 feet, or 100 feet. This feature doesn't reveal the creatures' locations or exact number.
CHANNEL DIVINITY: SPEAK AUTHORITATIVELY
At 6th level, you can use your Channel Divinity to impose your will on others. As an action, choose one humanoid that you can see within 30 feet of you. If the creature can't understand your speech, the attempt fails, but you don't lose a use of Channel Divinity.
If the creature does understand your speech, it must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, it is charmed by you for 1 hour. While charmed, the creature has disadvantage on all Wisdom (Insight) checks made against you.
When the effect ends, the creature doesn't realize it was charmed by you and continues to act as it was acting before the effect ended.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon with the forces of urban development. 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 fire, poison, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
IMPROVED AUTHORITY
At 17th level, creatures charmed by Speak Authoritatively automatically fail all Wisdom (Insight) checks against you, and you automatically succeed on all Charisma checks against them.