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View Full Version : D&D 5e/Next Community Domain - War Weaver Redux



iTookUrNick
2017-08-20, 04:20 PM
Community Domain
The community domain is the purview of deities who charge their followers to form close bonds with each other. The gods’ faithful dwell in tightly knit groups, be it settled or nomadic, and they help each other against dangers and towards common goals. There are many deities who grant this domain, both good and evil, though they tend to be lawful.

Community Domain Spells



Cleric Levels
Spells



1st
Armor of Agathys, Shield of Faith



3rd
Enlarge/Reduce, Blur



5th
Fly, Haste



7th
Stoneskin, Fire Shield



9th
Tree Stride, Rary’s Telepathic Bond


Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Selfless Magic
Starting at 1st level, you gain the ability to cast spells with a range of Self as touch spells on willing allies. Maintaining such a spell always requires you to concentrate on it, regardless of whether the spell usually requires it or not.

Channel Divinity: Communal Blessing
Starting at 2nd level, you can use your Channel Divinity to share with the blessing of the deity.
As an action, you channel the blessing of your deity with your allies. You can share a spell with a duration other than instantaneous among a number of willing allies up to your cleric level within 30ft . The duration of the spell is shared equally among all recipients. You must maintain concentration to sustain the spell in this manner, regardless of whether the spell usually requires it or not; if your concentration is broken, the spell ends for all recipients. You can use this ability in combination with Selfless magic.

Shared Healing
Beginning at 6th level, whenever you use a spell to heal one or more allies, you can pool the total amount of healing available from the spell and divide it among all allies in range. If the spell has a range of touch, you can use a full round action to cast it and move between allies to use this ability.

Aura of Divine Wrath
At 8th level, you gain the ability to infuse weapon strikes with divine energy. Once on each of your turns when you or any of your allies within 30 ft of you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d4.

Mutual Resistance
At 17th level, you gain resistance to one damage type of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. Allies within 30 ft of you also benefit from this resistance for as long as they remain in the area.

This is a very support-oriented domain; I might have gone overboard. Thoughts?