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GrayDeath
2018-12-12, 02:22 PM
New Base Class: The Domain Sage/ „Project Domainurge“

As my other CLasses this is part of a project to design fitting classes for a Combined Design of a friend and myself. It is not meant to be balanced against normal" CLasses (although it does aim to be overall as "good as a Cleric, with better native High Level Spell Access, but worse overall Goodness, to help judge it).

I am looking for Feedback on Problems/FLaws that run counter to the Concept, which is (as is pretty obvious) a Domain Only Caster with SOME but not equal to normal Prepared Casters, Flexibility added.


Sages of the Divine (Secrets/Areas of Influence/History, different names are used) or Domainurges are rather unique in that they do not strictly venerate one God, or even a Pantheon, but decide to research and venerate Aspects of various Gods.


Role: Sages of the Divine Secrets are powerful, yet limited Spellcasters.
As they start the Game quite a bit less flexible and powerful than other Casters, due to their limited Spell Slots and Spells known, but are more resilient and combat ready, they go through 3 Phaeses in their "Life"
Phase 1: Spell supported Skill Monkey/Combattant: This usually ends around level 9. Up to this point, their limited Spells/Day make them Second Rate Casters, which means they lack the Endurance and Flexibility of other FullC asters.
Phase 2: Average Casters: Starts at level 9, ends around Level 15. In that area they are both quite good Fighters and Casters, their special abilities having mostly come online, but they still havent quite closed the Gap to say a Clerics Casting.
Phase 3: Full power. From around Level 16 onward, they have access to more High level Spells known and around the same Spells/Daay as any Full Caster, and their Special Abilities add quite a bit of punch to it.
In the first Phase they mostly buff and/or support otherwise, while the other 3 Phases offer more Flexible (/around Sorcerer Level +) Spells.

Alignment: No "Pure" Alignments, otherwise no limitations (See Domain Choices).

Relations to other Classes: The very Scientific approach the Domainurges have to Gods often puts them at Odds with truly faithful people, yet their strong belief in the Gods existance and udnerstanding of their Apsects also makes them anathema to more agnostic classes (Say Sorcerers). it is not an easy thing to truly get along with a Domainurge....



Basics:

Hitdie: D8

BAB: Medium

Saves: High Will and one other depending on Starting Domains (Used WIll and Fortitude in the Table, for easier reading)

Skillpts: 4+Int Mod

Class Skills: Appraise, Bluff, Diplomacy, Knowledge Religion, Knowledge Planes, Perception and one out of any Knowledge, Craft or Profession Skills.

Armor Proficiency: Light and Medium, no Shields

Weapon proficiencies: All Simple Weapons plus Domain ones (See Domain Skill and Mastery)


Spellcasting: The Sage/Domainurge uses Intelligence as Casting Stat.
He gains Access to new Spell Levels at the same Time a Cleric would get them.


The Domainurge gains Domain Slots as follows:

1.: Basic: One Domain Slot/Spell-Level for every 3 Domains he can access, round up.
2.: One additional Domain Slot at Natural (ergo unmodifeid except by raising it permanently via any means) Intelligence 17, another one at natural Intelligence 22.
Otherwise additional slots can only be gained via Class Features (See Domain Mastery).
This means that a Domain Sage cannot have more Spell Slots per Spell Level than 7 (4 from his Domains, 2 from high Intelligence, one from Domain Mastery)


Limitations: The Domainurge canot be of any "pure" Alignment (Neutral Evil or Good and True Neutral), as they need a specific Kind of Worldview to walk their path. Most Domainurges are Lawful neutral (and their view is that they research the underrunning Laws of all Creation).
THey cannot Choose Domains from Gods that oppose their Alignment (meaning if ONLY a God with opposing Alignment has the Domain they want in his portfolio, they are forbidden from choosing that Domain).
Also, as their Power comes from understanding the Gods themselves, they must begin Game with Domains of very well known Gods 8as at that point they cannot have researched more obscure Deities).

Other than that, they are not limited by their Choice of Domains, they may even learn both a Domain and its Sub Domains, opposing Domains also do not pose any problem.


The Domainurge


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Domains 1+2, Domain Weapons


2nd

+1

+3

+0

+3
Domain Skill 1, 3rd Domain


3rd

+2

+3

+1

+3
Skill Focus Knowledge Planes and Religion


4th

+2

+4

+1

+4
4th Domain



5th

+3

+4

+1

+4
Domain Skill , Divine Inspiration


6th

+4

+5

+2

+5
5th Domain, Domain Flexibility:



7th

+5

+5

+2

+5
, Domain Mastery 1


8th

+6/+1

+6

+2

+6
Domain Skill 2, Divine Mandate


9th

+6/+1

+6

+3

+6
6th Domain


10th

+7/+2

+7

+3

+7
Domain Skill 4, 7th Domain


11th

+8/+3

+7

+3

+7
Domain Mastery 2


12th

+8/+3

+8

+4

+8
8th Domain.


13th

+9/+4

+8

+4

+8
Mind over Matter


14th

+10/+5

+9

+4

+9
9th Domain, Domain Mastery 3


15th

+11/+6/+1

+9

+5

+9
10th Domain


16th

+12/+7/+2

+10

+5

+10
Domain Switch, Domain Negation


17th

+12/+7/+2

+10

+5

+10
11th Domain, Domain Mastery 4


18th

+13/+8/+3

+11

+6

+11
12th Domain


19th

+14/+9/+4

11

+6

+11
Domain Power, Ultimate Domain Mastery


20th

+15/+10/+5

+12

+6

+12
Domain Immunity





Domain Weapons: Every time a Domain is gained, choose an Iconic Weapon of a God granting that Domain to whose Alignment you are not opposed. You gain Proficiency with that Weapon.

Domain Skill: Choose one: Gain Weapon Focus (becoming Specialization 3 Levels later ) for a Weapon of a God that grants a Domain you already possess, Gain a new Class Skill of your choice fitting a Domain you possess (clarify with DM) or gain Skill Focus for up to 2 Skills granted Class Skill Status by a Domain you possess. This Feat is granted again at Levels 7, 12 and 15.

Divine Inspiration: Choose Channel Energy or one SLA of a Level 1 or 2 Arcane Spell of Divination, Abjuration or Necromancy School 3/Day. Increases to Channel Energy 6/Day and a second L 1 or 2 Spell 3 times/Day at Level 11.

Domain Flexibility: For every 5 Levels in Domainurge (round up), may once per day exchange a prepared Spell for another Spell within his Domains of the same or lower Level that he has not prepared. This is a Standard Action.

Domain Mastery: Choose one of the following 3: Either always apply one +1 metamagic to all Spells of one Domain (Chosen each Day when Spells are prepared, may be stacked once to 2 +1´s) without increasing Spell level OR gain a chance of 25% per choice to not expend a prepared Spell of that Domain (same daily choice) when casting it the first time that day or gain one additional Domain Slot (Can first be chosen at Level 11, and can only be chosen once!).

Ultimate Domain Mastery: May now apply the full advanteages of the first 2 Mastery Abilities to 3 Domains at once. Still chosen for the day at the end of Spell preparation.

Divine Mandate Understood: Choose Smite (Opposition) Int Mod times/day or Divine Grace keyed off Intelligence instead of Charisma

Mind over Matter: Gain +Intelligence to one of the following: Attack Rolls, Initiative, Deflection AC or DR/opposite Alignment. Choose a second one at Level 20. Cannot be stacked!

Domain Switch: Once per day may exchange ONE chosen Domain for another. Always has to keep 75+% of the Domains chosen via this class (so at Level 16 must keep 8 of its "Base domains", and may exchange up to 2). This is done at the Start of Spell preparation (takes 5 Minutes of additional Time).
All regular Rules for choosing Domains must still be followed!

Domain Negation: May expend any spell Slot to counter a Spell of the same or lower Level that is granted by one or more of the Domainurges Domains.

Domain Power: All Domainurge Domain Spells of 2 chosen Domains (Choose every day at the end of Spell preparation) the Domainurge casts are always considered to be either maximized or if not applicable at +3 DC. However, these Spells always either take up a full round action or, if their casting time is longer than one round, increase their casting time by 25%.

Domain Immunity: The Domainurge cannot be affected by any Spell granted by his Domains unless he himself casts them. This includes, but is not limited to: Damage, Negative Levels, Status changes, transformations, Mind affecting effects and so on.

Mike Miller
2018-12-16, 02:06 PM
The BAB is off for levels 18+. Looks like you missed the highest iteration

GrayDeath
2018-12-16, 05:05 PM
Actually it was off for levels 8-16...the alst few Levels ware correct again.
Still, thanks for mentioning it, it was corrected. :smallcool: