Alpha115
2018-02-23, 07:53 PM
So in my homebrew Setting I am making a new cleric Domain. I am looking for some feedback on this domain. I mainly wanted to give clerics a martial option similar to the blade bard, but make it less effective as a supportive caster.
Crusade Domain
Clerics of the Crusade Domain often take part in or lead in an energetic and organized campaign concerning a social, political, or religious issue. These clerics focus on this campaign, and try with all their might to complete it. Admittedly some of these campaigns may be something that a crusade domain cleric might not be able to solve in their lifetime, but any step of progress could be viewed as a success in the eyes of said clerics.
Crusade Domain Spells
1st Divine favor
3rd Magic weapon
5th Crusader’s Mantle
7th Stone skin
9th Hold Monster
Bonus Proficiencies
At 1st level you gain proficiency with martial weapons and heavy armor.
Boon of battle
From 1st level your god grants you aid in battle. Whenever you make an attack roll, you may gain a +10 bonus to hit. Once you use this feature you must finish a long rest before you can use it again.
Channel divinity: holy Blow
Starting at 2nd level, you can use your channel divinity to empower your attack. When you make a weapon attack roll, you can use your channel divinity to add 1D8 extra radiant damage to your strike. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: Unyielding strikes
Starting at 6th level, you can use your channel divinity to grant allow you to fight more ferociously in combat for up to 1 minute. While this power is active you can attack twice instead of once whenever you take the attack action on your turn.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
For the Crusade
Starting at 17th level, while in combat you can inspire all allies within 30-foot radius of you. Inspired allies gain one inspiration die, a D10. Once within the next minute, the creature can roll the di and add the number rolled to one attack roll, damage roll, or saving throw it makes. The creature can wait until after it rolls the D20 before using the inspiration die. Once the Inspiration die is rolled, it is lost. A creature can only have 1 Inspiration die at a time. Once you use this feature you must finish a long rest before you can use it again.
Crusade Domain
Clerics of the Crusade Domain often take part in or lead in an energetic and organized campaign concerning a social, political, or religious issue. These clerics focus on this campaign, and try with all their might to complete it. Admittedly some of these campaigns may be something that a crusade domain cleric might not be able to solve in their lifetime, but any step of progress could be viewed as a success in the eyes of said clerics.
Crusade Domain Spells
1st Divine favor
3rd Magic weapon
5th Crusader’s Mantle
7th Stone skin
9th Hold Monster
Bonus Proficiencies
At 1st level you gain proficiency with martial weapons and heavy armor.
Boon of battle
From 1st level your god grants you aid in battle. Whenever you make an attack roll, you may gain a +10 bonus to hit. Once you use this feature you must finish a long rest before you can use it again.
Channel divinity: holy Blow
Starting at 2nd level, you can use your channel divinity to empower your attack. When you make a weapon attack roll, you can use your channel divinity to add 1D8 extra radiant damage to your strike. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: Unyielding strikes
Starting at 6th level, you can use your channel divinity to grant allow you to fight more ferociously in combat for up to 1 minute. While this power is active you can attack twice instead of once whenever you take the attack action on your turn.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
For the Crusade
Starting at 17th level, while in combat you can inspire all allies within 30-foot radius of you. Inspired allies gain one inspiration die, a D10. Once within the next minute, the creature can roll the di and add the number rolled to one attack roll, damage roll, or saving throw it makes. The creature can wait until after it rolls the D20 before using the inspiration die. Once the Inspiration die is rolled, it is lost. A creature can only have 1 Inspiration die at a time. Once you use this feature you must finish a long rest before you can use it again.