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View Full Version : Homebrew: Lord of Light Domain (GoT)



PwrHngryTortois
2019-04-30, 08:54 PM
I wanted a cleric like Beric Dondarrion from Game of Thrones (the guy with the fire sword who comes back to life) but who was also just a bit better at fire magic. I also wanted to try my hand at making a true gish subclass. Let me know what you think: if it's broken, weak, or if a multiclass/feat combo makes it too good. This is also an edit based on some feedback I've recieved.

Spell List:

1st
Burning Hands
Cause Fear

3nd
Magic Weapon
Gental Repose

5th
Fireball
Life Transference

7th
Wall of Fire
Phantasmal Killer

9th
Immolation
Raise Dead


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

Blessing of the Burning Flame
From 1st level, your god delivers you the resilience of the ever-burning flame. As a bonus action, you can gain temporary hit points equal to 1d4 + half your Cleric Level rounded down. These temporary hit points last for 10 minutes.

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: Wreathed in Flame
Starting at 2nd level, you can use your Channel Divinity to imbue a weapon with the power of fire.

As an bonus action, you can cover one weapon that you are holding with fire, using your Channel Divinity. For 1 minute, you add fire damage equal to half your Cleric Level rounded down plus your Wisdom modifier to attacks you make with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 30-foot radius and dim light 25 feet beyond that. For the duration, fire damage caused by you ignores other creature’s fire resistances and immunities. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Light That Wont Go Out
Starting at 6th level, your light can pour onto those that have fallen. As an Action, you can touch a creature that has died within the last minute and you can expend hit die equal to your level, minus 1. Roll those hit die, and that creature returns to life with that number of hit points. If you are unconscious, you can use this feature targeting yourself instead of making a death saving throw. This feature can’t return to life a creature that has died of old age, nor can it restore any missing body parts. You can use this feature only once per long rest. At 20th level you can use this feature one additional time per long rest.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of the Eternal Flame. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Fight the Night
At 17th level, your connection to the Eternal Flame makes you a light in the darkness:
- You gain immunity to fire damage
- As an action, you can expend a number of hit die, and infuse that number of weapons wielded by creatures other than you with divine energy for 1 hour. Those weapons have a +1 bonus to attack rolls, and deal an extra 1d8 fire damage when they hit.



Old Post
Channel Divinity: Path to Ash[/B]
Starting at 2nd level, you can use your Channel Divinity to submit a creature to the will of flame. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The cursed creature has vulnerability to fire until the curse ends.

Ever-Burning Flame
Starting at 6th level,*you can also use your Blessing of the Burning Flame feature on your turn while unconscious. If you use use your Blessing of the Burning Flame feature in this way you gain additional hit points equal to your Cleric level and your turn ends immediately. You can use this feature only once per long rest. At 20th level you can use this feature one additional time per long rest.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of the Eternal Flame. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Resilience of the Eternal Flame At 17th level, your connection to the Eternal Flame makes you more durable: • You gain immunity to fire damage. • You gain resistance to two damage types 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.]

sleepyhead
2019-05-21, 11:40 AM
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons that don’t have the heavy property and gain access to the cantrip Greenflame Blade.

No issues here.

Blessing of the Burning Flame
From 1st level, your god delivers you the resilience of the ever-burning flame. As a bonus action, you can gain temporary hit points equal to 1d4 + half your Cleric Level rounded up. These temporary hit points last for 10 minutes.

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.


Pretty cool, I would have it round down rather than up.
page 7 PHB "There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."





Level
Temp Health


1
4


2
4


3
5


4
5


5
6


6
6


7
7


8
7


9
8


10
8


11
9


12
9


13
10


14
10


15
11


16
11


17
12


18
12


19
13


20
13





Channel Divinity: Path to Ash
Starting at 2nd level, you can use your Channel Divinity to submit a creature to the will of flame.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The cursed creature has vulnerability to fire until the curse ends.


Seems pretty cool. Very abuseable if other party members can also use fire damage (paladins/sorcerers). Assuming your using green flame blade this will give you an extra 2d8 (roughly because it's actually *2 fire).

Ever-Burning Flame
Starting at 6th level,*you can also use your Blessing of the Burning Flame feature on your turn while unconscious. If you use use your Blessing of the Burning Flame feature in this way you gain additional hit points equal to your Cleric level and your turn ends immediately. You can use this feature only once per long rest. At 20th level you can use this feature one additional time per long rest.

I don't think this would be to useful even if it gives you more health then say long death monk or phoenix sorcerer, without being able to move or attack your likely to get knocked right back down again. So would recommend making it a reaction or at most bonus action.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of the Eternal Flame. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Pretty strong stacked with GFL and Path to ash (extra 3d8*2)

Resilience of the Eternal Flame
At 17th level, your connection to the Eternal Flame makes you more durable:
• You gain immunity to fire damage.
• You gain resistance to two damage types 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.

Decent capstone ability, I would recommend getting rid of the short rest changes.

Vogie
2019-05-24, 02:33 PM
No Phantasmal Killer on the domain spell list? It'll always look like Stannis Baratheon...

Also, Wall of Fire would be thematic.

One of the cool things about Lord of Light is that R'hllor's magic in GoT is that the cool effects they give for others at the cost something of themselves. Some ideas to consider:

Light That Won't Go Out
Starting at 6th level, your light can pour onto those that have fallen. As an Action, You can touch a creature that has died within the last minute and you can expend hit die equal to your level, minus 1. Roll those hit die, and that creature returns to life with that number of hit points. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

In addition, you can also use your Blessing of the Burning Flame feature as a reaction.

Fight the Night
At 17th level, your connection to the Eternal Flame makes you a light in the darkness:

You gain immunity to fire damage
As an action, you can expend a number of hit die, and infuse that number of weapons wielded by creatures other than you with divine energy for 1 hour. Those weapons have a +1 bonus to attack rolls, and deal an extra 1d8 fire damage when they hit.

PwrHngryTortois
2019-06-26, 04:57 PM
Vogie I love the changes, especially fight the night!

PwrHngryTortois
2019-07-01, 02:35 PM
No Phantasmal Killer on the domain spell list? It'll always look like Stannis Baratheon...

Also, Wall of Fire would be thematic.

One of the cool things about Lord of Light is that R'hllor's magic in GoT is that the cool effects they give for others at the cost something of themselves. Some ideas to consider:

Light That Won't Go Out
Starting at 6th level, your light can pour onto those that have fallen. As an Action, You can touch a creature that has died within the last minute and you can expend hit die equal to your level, minus 1. Roll those hit die, and that creature returns to life with that number of hit points. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

In addition, you can also use your Blessing of the Burning Flame feature as a reaction.

Fight the Night
At 17th level, your connection to the Eternal Flame makes you a light in the darkness:

You gain immunity to fire damage
As an action, you can expend a number of hit die, and infuse that number of weapons wielded by creatures other than you with divine energy for 1 hour. Those weapons have a +1 bonus to attack rolls, and deal an extra 1d8 fire damage when they hit.


Honestly your feedback was great, here's some changes!