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View Full Version : D&D 5e/Next Cleric Subclass - Plant Domain - PEACH



nickl_2000
2018-08-23, 09:47 AM
I'm trying to make more primal type domains than just nature. So, here is one based on plants and nature. Please let me know what you think. Anything completely broken, seems out of touch, etc. Thank you!


Plant Domain

Domain Spells
Cleric Level/Spells
1st Entangle, Hail of Thorns
3rd Locate Plants or Animals, Spike Growth
5th Plant Growth, Speak with Plants,
7th Grasping Vine, Guardian of Nature
9th Awaken, Tree Stride


One with the Plants
When you choose this domain at 1st level, you gain the Thorn Whip and Druidcraft cantrips if you don’t already know them. You cast these cantrips as a cleric cantrips. You also gain proficiency with the Herbalism Kit and Woodcarver’s Tools.


Channel Divinity: Summon Edible Plant life
Starting at 2nd level, you can use your Channel Divinity to summon plantlife.
As an action, you present your holy symbol and invoke the name of your deity. Doing so creates edible plant life that covers a 5 foot square of terrain. It will create enough food to feed 5 medium sized creature comfortably. Any food harvested from these plants remains fresh for 5 days, but the plants decompose into dirt after an hour.


Nature’s Protection
At 6th level, you may call on the plant life around you for protection. Once, per long rest, spiked vines grow over your body. These vine absorb damage and strike against anyone attacking you. When you call on this power you gain 4d6 temporary hit points. While you have temporary hit points, anytime you are attacked, the vine strike back for 1d6 piercing damage. When you run out of temporary hit points, the vines dissolve to dirt and fall off your body. At level 14, the amount of temporary hitpoint increases to 6d6 and damage from the vines is 2d6.


Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


Natural Mastery
At 17th level, you choose four spells from the Druid Spell List, one for each of the following levels: 6th, 7th, 8th, and 9th, You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.



Here is the full group from the set
Plant Domain (http://www.giantitp.com/forums/showthread.php?567201-Cleric-Subclass-Plant-Domain-PEACH)
Water Domain (http://www.giantitp.com/forums/showthread.php?567203-Cleric-subclass-Water-Domain-PEACH)
Air Domain (http://www.giantitp.com/forums/showthread.php?567207-Cleric-Subclass-Air-Domain-PEACH)
Animal Domain (http://www.giantitp.com/forums/showthread.php?567198-Cleric-subclass-Animal-Domain-PEACH)

Vogie
2018-08-23, 11:05 AM
One with the Plants
When you choose this domain at 1st level, you gain the Thorn Whip and Druidcraft cantrips if you don’t already know them. You cast these cantrips as a cleric cantrips. You also gain proficiency with the Herbalism Kit and Woodcarver’s Tools.

This seems to be a whole lot compared to the other subclasses, especially yours... maybe give options? Thorn whip OR Druidcraft, Herbalism Kit OR Woodcarver’s Tools


Channel Divinity: Summon Edible Plant life
Starting at 2nd level, you can use your Channel Divinity to summon plantlife.
As an action, you present your holy symbol and invoke the name of your deity. Doing so creates edible plant life that covers a 5 foot square of terrain. It will create enough food to feed 5 medium sized creature comfortably. Any food harvested from these plants remains fresh for 5 days, but the plants decompose into dirt after an hour.

This is cool, but seems kind of weak. Your Short/Long Rest ability gives... 5 days of food for 5 people? This seems kind of weak. You're already going to have a high wisdom, thus a higher than normal survival check for foraging purposes.


Nature’s Protection
At 6th level, you may call on the plant life around you for protection. Once, per long rest, spiked vines grow over your body. These vine absorb damage and strike against anyone attacking you. When you call on this power you gain 4d6 temporary hit points. While you have temporary hit points, anytime you are attacked, the vine strike back for 1d6 piercing damage. When you run out of temporary hit points, the vines dissolve to dirt and fall off your body. At level 14, the amount of temporary hitpoint increases to 6d6 and damage from the vines is 2d6.

This is really cool. But it is missing certain things - is it an action? Bonus action? Reaction? How long do the THP last?

You may want to pair the two abilities - Your channel divinity can either generate food plants OR Wrap you in plant life for 4d6 THP. Then, your 6th level feature gives your vine shield a damage splashback, and maybe extends the duration of the THP

nickl_2000
2018-08-23, 11:21 AM
This seems to be a whole lot compared to the other subclasses, especially yours... maybe give options? Thorn whip OR Druidcraft, Herbalism Kit OR Woodcarver’s Tools
It does, but also notice that there isn't another level 1 ability like the other classes. I want the two cantrip, bit I can have the person choose between the two tools. I think giving only 1 cantrip and 1 tools is weak compared to the others since you don't get another ability




This is cool, but seems kind of weak. Your Short/Long Rest ability gives... 5 days of food for 5 people? This seems kind of weak. You're already going to have a high wisdom, thus a higher than normal survival check for foraging purposes.


I think I will go the route of adding a second channel divinity option instead of making it do more. That way there will be two less useful options, but should always be something to do with it.



This is really cool. But it is missing certain things - is it an action? Bonus action? Reaction? How long do the THP last?

You may want to pair the two abilities - Your channel divinity can either generate food plants OR Wrap you in plant life for 4d6 THP. Then, your 6th level feature gives your vine shield a damage splashback, and maybe extends the duration of the THP

You only get to use this once per day. My thought was that it will last until a long rest(well until it is gone). The PC will use this ability first thing in the morning, then get 14 temp HP (on average). It seems like a decent enough buff to be worth it as is to me without being silly. I did add text for how long it lasts and that it's an action to do it.




Oh and thanks for all the comments!

nickl_2000
2018-08-23, 11:25 AM
Try #2.

Domain Spells
Cleric Level/Spells
1st Entangle, Hail of Thorns
3rd Locate Plants or Animals, Spike Growth
5th Plant Growth, Speak with Plants,
7th Grasping Vine, Guardian of Nature
9th Awaken, Tree Stride

One with the Plants
When you choose this domain at 1st level, you gain the Thorn Whip and Druidcraft cantrips if you don’t already know them. You cast these cantrips as a cleric cantrips. You also gain proficiency with the Herbalism Kit or Woodcarver’s Tools.

Channel Divinity: Summon Edible Plant life
Starting at 2nd level, you can use your Channel Divinity to summon plantlife.
As an action, you present your holy symbol and invoke the name of your deity. Doing so creates edible plant life that covers a 5 foot square of terrain. It will create enough food to feed 5 medium sized creature comfortably. Any food harvested from these plants remains fresh for 5 days, but the plants decompose into dirt after an hour.

Channel Divinity: Summon Shelter
Starting at 2nd level, you can use your Channel Divinity to summon plantlife.
As an action, you present your holy symbol and invoke the name of your deity. Doing so causes think shrubs and trees to appear around you in a 10 foot square. The trees form into a solid roof, and the shrubs into walls around it completely enclosing you. This shelter is waterproof and will hold in heat to protect you from the cold while sleeping for the night. The walls of the shelter are immune to piercing, bludgeoning, and pyschic damage, but can be damaged with other damage types. The walls and ceiling have an AC of 10 and 25 hit points before being broken through.
The shelter remains there is the plants are in a place where they can survive. If not, it falls apart and becomes deadwood.

Nature’s Protection
At 6th level, as an action, you may call on the plant life around you for protection. Once, per long rest, spiked vines grow over your body. These vine absorb damage and strike against anyone attacking you. When you call on this power you gain 4d6 temporary hit points. While you have temporary hit points, anytime you are attacked, the vine strike back for 1d6 piercing damage. When you run out of temporary hit points, the vines dissolve to dirt and fall off your body. At level 14, the amount of temporary hitpoint increases to 6d6 and damage from the vines is 2d6. The temporary hit points last until you end a long rest.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Natural Mastery
At 17th level, you choose four spells from the Druid Spell List, one for each of the following levels: 6th, 7th, 8th, and 9th, You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.