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View Full Version : Martyrdom Domain: New Domain for Clerics[PEACH]



Oerlaf
2019-10-08, 12:02 AM
This is my idea of a homebrew defensive cleric who can do something to save his allies even while out of spell slots. Of course, I added some damaging options so to make it a bit balanced.
NB: Since I knew this would be quite a situative domain, the domain features are deliberately left without sentence "that you see" - otherwise this would be too weak, IMO.




Cleric Level
Spells


1st
healing word, sanctuary


3rd
aid, lesser restoration


5th
aura of vitality, mass healing word


7th
aura of life, death ward


9th
greater restoration, mass cure wounds




Improved Healing
When you choose this domain at 1st level, when you cast any spell that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a maximum number of temporary hit points equal to the target’s level (or Challenge Rating, if it doesn’t have a level) – 3 in this manner (minimum of 1). These temporary hit points last up to a number of hours equal to your cleric level.
A creature that currently has any of these temporary hit points also gains advantage on Constitution saving throws and on ability checks made to resist being shoved or grappled. These bonuses end when the last temporary hit point is lost or expires.

Sanctuary of the Temple
Also starting at 1st level, you can defend dying creatures from those without honor. When a creature within 60 feet of you drops to 0 hit points, you can use your reaction to cast a sanctuary spell on that creature without expending a spell slot. The spell lasts until the target has at least 1 hit point. The attackers have disadvantage on their Wisdom saving throws against the spell.

Channel Divinity: Halt the End
Starting at 2nd level, you can use your Channel Divinity to help those who are at the edge of life.
As a reaction, when a creature within 60 feet of you makes a death saving throw, you can give the creature a bonus to the saving throw equal to your proficiency bonus.

Retribution Aura
Starting at 6th level, any creature that deals damage with a melee attack to you or one of your allies within 10 feet takes 4d4 + your Wisdom modifier radiant damage (no save).
Also, if a creature hits your ally within 30 feet who is unconscious and at 0 hit points, it takes 8d12 + your Wisdom modifier radiant damage instead (no save).

Pact of Martyrdom
Starting at 8th level, you can magically exchange hit points totals with another creatures.
As an action, you can expend a 4th-level spell slot and target one willing or unconscious creature within 120 feet of you that has fewer hit points than you do. If the target was unconscious and at 0 hit points, you become unconscious and at 0 hit points. If the target was unconscious and stabilized, you become unconscious and stabilized. You can only transfer actual hit points, not temporary hit points.


Punish the Wicked
Starting at 17th level, as an action, you can magically call to celestial powers and sound the trumpet of sparkles. The sound can be heard out to a range of 600 feet, and you create a 30-foot cone of radiant energy. Creatures in the cone must make a Constitution saving throw, taking 14d6 radiant damage on a failed saving throw, or half as much damage on a successful saving one. Evil creatures have disadvantage on the saving throw and good creatures take no damage.
In addition, if a creature dealt damage to a character who had been unconscious and at 0 hit points since the start of your previous turn, it fails the saving throw automatically, cannot use any features that would allow it to succeed on the saving throws and takes maximum damage.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all the expended uses when you finish a long rest.

JNAProductions
2019-10-08, 11:35 AM
Improved Healing feels weird, but mechanically fine.

Sanctuary of the Temple is fine, if it had a limit. And maybe get rid of the disadvantage clause.

The Channel is fine.

Retribution Aura is OP as all hell.

Pact Of Martyrdom isn't worded well at all. It seems like you transfer HP, but it doesn't actually say.

Punish The Wicked is too good, but not as badly OP as the Aura.

Oerlaf
2019-10-08, 11:52 PM
Improved Healing feels weird, but mechanically fine.

Sanctuary of the Temple is fine, if it had a limit. And maybe get rid of the disadvantage clause.

The Channel is fine.

Retribution Aura is OP as all hell.

Pact Of Martyrdom isn't worded well at all. It seems like you transfer HP, but it doesn't actually say.

Punish The Wicked is too good, but not as badly OP as the Aura.

Yes, Retribution Aura is indeed OP. I'll think about how to change this feature.

Sanctuary of the Temple. I think if it had limits, it would bee too weak. The ability is too situational since you can cast it for free only on unconscious characters.

sandmote
2019-10-09, 12:27 AM
I would have Halt the End grant the target a single hitpoint (maybe when they would die?) . That way you can grant uses of Sanctuary of the Temple equal to the PC's wisdom modifier without a significant drop in the subclasses' overall ability keep allies from dying.

Maybe also move Pact of Martyrdom to the 6th level feature (instead of Retribution Aura) and have one of the usual options at 8th level.