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View Full Version : D&D 5e/Next New Cleric Domains: Beauty, Civilization, Destruction, Fortune, Moon, Ocean



Sand Fox
2018-08-25, 06:14 PM
I'm working on a new setting with my players, and I made a number of new domains for it (ironically, our party cleric is using Tempest). I'd like some feedback on them, if at all possible. I might later post more about the setting.

Beauty
The Beauty Domain represents more than physical attractiveness. It can also encompass love, marriage, art, philosophical beauty (such as the ideals of beauty in Greek culture), pleasure, inspiration, and even vanity or lust.
Beauty’s nature changes drastically depending on the god a Cleric of Beauty serves. Good aligned gods of Beauty uphold purity and true love, while neutral gods tend to be patrons of passion and physical beauty, and evil deities advocate lust and vanity. Lawful gods tend to patrons of fidelity and beauty’s more philosophical side, while chaotic gods push people towards chasing their passions and desires regardless of the consequences.

Beauty Domains Spells
1st: Sanctuary, Charm Person
3rd: Misty Step, Warding Bond
5th: Hypnotic Pattern, Beacon of Hope
7th: Compulsion, Aura of Purity
9th: Dominate Person, Dream
Whisper of the Heart
Your training allows you to understand the tells of others’ hearts. You gain proficiency in the Persuasion and Insight skills. You also learn the Friends cantrip as a Cleric Spell that doesn not count against your number of cantrips known.
Channel Divinity: Muse of Beauty
Starting at 2nd level, you can use your Channel Divinity to become another's muse, inspiring them to greatness. As a bonus action, you hold your holy symbol and speak words of encouragement to bolster another who is within 60 feet of you and can hear you. The recipient of your encouragement receives a d6 inspiration die, which they can use within the next 10 minutes to add to the number rolled for one ability check, attack roll, or saving throw. The recipient can wait until after it rolls a d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost and a recipient can only have one muse inspiration die at a time. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Voice of Love
At 6th level, you learn to shield yourself and others from the power of beauty and charm. You have Advantage on saving throws against Charm effects, as well as to detect Illusions that alter someone’s appearance. In addition, a number of times per Long Rest equal to your Wisdom modifier, you can use a Bonus Action to let a friendly creature within 30 feet make a saving throw against any Charm effect it is under.
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.
Angel of True Beauty
Starting at 17th level, you can use your action to take on appearance of unearthly beauty for 1 minute or until you dismiss it using another action. Outside of combat, animals and creatures that you have not harmed are friendly towards you until you give them a reason otherwise, and you have Advantage on all social skill rolls made against them. During combat, creatures you have not harmed within the last 24 hours have Disadvantage on all Attacks made against you while this feature is active as well, so long as you do not harm them. In both cases, creatures immune to Charm are unaffected by this feature.

Moon
In most cultures, while the sun tends to symbolize glory, power, and rulership, the moon is associated with mysticism, mystery, and aloofness. God of the moon tend to be distant and mysterious, favoring riddles and introspection. The Moon Domain can also be associated with gods of hunting or mysticism. Because of its association with lycanthropy, gods of the moon tend to either be patrons of werewolves, or protectors against them. Good gods of the moon are protectors against the darkness. Evil deities are predators that demand tribute to slate their hunger, while neutral ones are often aloof to things outside their circles of influence.

Moon Domain Spells
1st: Faerie Fire, Sleep
3rd: Misty Step, Moombeam
5th: Hypnotic Pattern, Gaseous Form
7th: Confusion, Hallucinatory Terrain
9th: Dream, Seeming
Bonus Proficiencies
At 1st level, you gain proficiency in one of the following skills: Investigation, Insight, or Perception.
Protective Radiance
Also at 1st level, when you are targeted by a spell that you roll a save against, you can use your reaction to bathe yourself in the moon’s protective light, allowing you to reroll your saving throw, taking the new result. You can use this feature after you’ve already rolled but before you know if you succeeded or failed the save. You can only use this feature against spells you are aware of. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Revealing Light
Starting at 2nd level, as an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, all creatures within 30 feet that are, undead or shapeshifters, as well as any invisible creatures or objects, are outlined in silvery moonlight for a number of rounds equal to your Wisdom modifier (a minimum of one turn), making it impossible for them to hide. This also suppresses (but does not dispel) any illusions in the area for the same duration.
Channel Divinity: Moonlight Mirror
At 6th level, after you or an ally within 30 feet successfully saves against a spell or a Spell Attack made against you or an ally misses, you can use your Channel Divinity as reaction to bounce the spell back at its caster, forcing them to save against the spell as if they had been the target. If the spell required a Spell Attack roll, use the original caster’s bonus for the roll. Spells that have a duration longer than Instantaneous only last until the end of the caster’s next turn. You can only use this feature to reflect Spells that effect one target and are not area of effect.
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 cold or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Nimbus of the Moon
Starting at 17th level, you can use your action to activate an aura of moonlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius, that is silvery and pleasantly warm to touch. You and your allies the area have an Advantage on Saving Throws against spell or effects that change the target's form or clouds their mind in any way. Also, all hostile Illusion and Enchantment spells in the area when you first activate this effect are automatically dispelled, though any spells cast afterwards are unaffected by this feature.

Civilization Domain
Civilization embodies all that separates man from beast. Gods of Civilization include deities of wealth, cities, progress, prosperity, colonization, and science. Good gods of Civilization push for their follows to work for the betterment of their nation as a whole. Natural deities teach their worshipers to work diligently for their wealth and avoid the dangers of excessive greed or charity. Evil gods, meanwhile, advocate that society, laws, and wealth are all means to an end, and their clerics exploit it to their own advantage.

Civilization Domain Spells
1st: Identify, Unseen Servant
3rd: Arcane Lock, Calm Emotions
5th: Glyph of Warding, Leomund’s Tiny Hut
7th: Fabricate, Mordenkainen’s Private Sanctum
9th: Bibby’s Hand, Rary’s Telepathic Bond
Blessings of Gold
At 1st level, you gain proficiency with one type of Artisan’s Tools, and you automatically know the value of any nonmagical object after examining it for five minutes. In addition, as an Action, you can sense the direction and rough distance of the nearest major settlement.
Blessings of Silver
At 1st level, you gain the ability to bless a weapon with the properties of silver. At the end of a long rest, you can touch a number of simple or martial weapons equal to your Wisdom modifier. For the purposes of this blessing, 10 pieces of ammunition counts as 1 weapon. Until the end of your next long rest or until you die, the weapons are considered silvered weapons. Though this effect is magical in nature, it does not cause a nonmagical weapon to become magical. Once you reach 5th level, you can also use this feature to cause weapons to count as cold iron.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Flow of Wealth
Starting at 2nd level, when in a large settlement or city, you can use your Channel Divinity and pray for one minute, describing a basic idea of a number of items or services you are searching for equal to your Wisdom modifier. Once you are finished, you know the basic location and nature in the city where you can purchase them legally. If searching for black-market items or illegal services, you must first specify that when first using this ability, and the sellers may make a Wisdom saving throw to avoid detection if they do not wish to be found by you. Spells that protect against Divination magic block this feature.
Channel Divinity: Heavenly Treasury
At 6th level, when you or any allies within 30 feet are casting a spell that requires costly material components, you can use your Channel Divinity as a Bonus Action to reduce the costs of the components by a total of 100 gp times your level. If this reduces the costs of the components to 0, you no longer require them to cast the spell. Once you use this feature, you cannot do so again until you finish a long rest.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Heart of Civilization
At 17th level, starting from a main road or major establishment within the city, you can teleport to any other similar area or any publicly available teleportation circles within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.

Destruction
Destruction can represent a controlled fire necessary to cleanse a forest of overgrowth, the anthropic forces leading to chaos and ruin, or wanton madness. Good gods of Destruction are purifies, charged with destroying the destroyers, while neutral ones tend to represent the natural way of the world, breaking down the old to make room for the new. Evil gods of Destruction are gods of madness, chaos, slaughter, and dominance, bringing down that which displeases them for their own purposes and not a greater design.

Destruction Domain Spells
1st: Thunderwave, Wrathful Smite
3rd: Magic Weapon, Shatter
5th: Erupting Earth, Fireball
7th: Evard’s Black Tentacles, Staggering Smite
9th: Destruction Wave, Flame Strike
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Instrument of Destruction
Also at 1st level, as an Bonus Action, you can select one creature within 60 feet, which then makes a Charisma save. If it fails, you learn one Immunity, Weakness, or Resistance it has. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Force of Destruction
Starting at 2nd level, as an Action, you choose one creature you can see within 60 feet of you and name a Damage Type. Until the end of your next turn, if that Creature loses all Resistance to the selected Damage Type. If it is Immune to that Damage Type, it instead has a Resistance to it until the end of your next turn.
Appetite for Destruction
At 6th level, when you damage a target with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you used to cast the damaging spell. If you damage multiple enemies with a single spell, you can only use this feature on one target.
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 force damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Aptitude for Destruction
At 17th level, you choose four Evocation spells, one from 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

Ocean Domain
Oceans and seas are a constant source of awe and fear for almost all cultures. On one hand, oceans give life and food; on the other, they can also be unpredictable forces of destruction and ruin. Likewise, deities of the sea tend to embody a people’s view of the ocean and sea travel. Good gods of Ocean are generous, protective, and deep. Neutral ones are often capricious, giving the blessings or curses of the sea on a whim, while evil gods represent the sea’s hunger and cruelty, demanding tribute for safe passage over their waters.
While the Tempest Domain can be used to represent gods of the sea, Ocean gives such deities more distinction from gods of the skies.

Ocean Domain Spells
1st: Arms of Hadar, Fog Cloud
3rd: Gust of Wind, Misty Step
5th: Tidal Wave, Wall of Water
7th: Control Water, Watery Sphere
9th: Control Winds, Maelstrom
Child of the Sea
At 1st level, you gain a swimming speed equal to your walking speed; if you already have a swimming speed, it is improved by 10 feet, and you can swim in Medium Armor with no penalty. You also add the Shape Water cantrip to your list of Cleric cantrips known. Any equipment you have on your person when underwater is magically protected, suffering no ill effects from exposure.
Channel Divinity: Surging Tides
Starting at 2nd level, as an action, you can present your holy symbol and use your Channel Divinity, causing waves of water to surge outward 30 feet from you. All hostile creatures in the area must make a Strength saving throw or take 2d10+ your cleric level in bludgeoning damage and be knocked prone. Creatures that succeed the save take half as much damage and are not knocked prone. A creature that has total cover from you is not affected. In addition, the water also causes any obvious effects it normally would from flooding the area (i.e. fires are put out, papers are waterlogged, sand and dirt is washed away, and so on). The water vanishes afterwards.
Blessings of the Sea
At 6th level, you can now breathe water, as if under the effect of the Water Breathing spell. You can cast the Water Breathing spell without expending a Spell Slot, a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. If you already breathe water but do not breathe air, you instead gain that ability from this feature.
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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
King of the Sea
At 17th level, the spell Control Weather is treated as an Ocean Domain Spell for you and is always considered prepared by you. You may also cast it as an Action without expending a Spell Slot, after which you cannot do so again until you finish a long rest. Additionally, changes in the weather caused by the Control Weather spell take half as long as normal to occur when you cast the spell. Whenever you cast Control Weather within 10 miles of the sea (as a normal spell or by using this feature), you do not need to Concentrate to maintain it; it continues for it maximum duration or until you dismiss it (or the spell is ended by an outside source), and its duration is increased to 24 hours.

Fortune Domain
Gods of Fortune are patrons of chance, luck, victory, gambling, and even fate (or the defiance of it, perhaps). They tend to be mercurial, playful, and unpredictable as the odds they manipulate, and their clerics often follow suit.
*This one takes heavily from someone else's Luck Domain, but I cannot find it. If anyone reading this knows the original, please let me know in the comments so I can give them credit.

Fortune Domain Spells
1st: Divine Favor, Hex
3rd: Enhanced Ability, Find Traps
5th: Feign Death, Protection from Energy
7th: Compulsion, Death Ward
9th: Commune, Mislead
Fortune Favored
At 1st level, you gain one Luck Point. Whenever you make an attack roll, ability check, or saving throw, you can expend one Luck Point to gain Advantage on the roll. You can choose to do this even after you rolled and saw the result (but before learning the result).
You can also spend a Luck Point when an attack is made against you to give the attack Disadvantage.
You gain 1 additional Luck Point at 6th, 12th, and 18th levels, and Luck Points from any other sources stack with these.
You regain spent Luck Points after you finish a long rest.
Channel Divinity: Rolling Bones
Starting at 2nd level, as an action, you can expend a use of Channel Divinity to grant a number of creatures up to your Wisdom modifier (minimum 1) one Luck Point that they can spend as detailed in Fortune Favored. Any Luck Points not spent within a minute are lost.
Channel Divinity: Loaded Dice
At 6th level, you may expend a use of Channel Divinity as a Bonus Action to curse enemies within 30 feet, up to your Wisdom modifier (minimum 1). All selected targets have Disadvantage on their next attack roll, saving throw, or ability check made within the next minute.
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 of damage of its damage type to the target. When you reach 14th level, the extra damage increases to 2d8.
Fortunate Son
At 17th level, whenever you roll initiative and you do not have any Luck Points, you gain a Luck Point.

Emmerlaus
2018-09-28, 05:42 PM
Its a shame nobody answered to your thread, pal. I really wished we would have more input from a third party :smallsigh:

Gyarados66
2018-11-07, 03:34 AM
I made an account just to log in and say how much I like the idea of giving the Ocean domain Arms of Hadar; reminds me a lot of Aquaman in the Injustice games (he has a special move that summons a giant octopus tentacle to bash around enemies).