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Aodh
2020-05-13, 07:17 AM
Claw of Luthic

A specialist cleric of Luthic, Claws of Luthic are traditionally female members of orcish tribes who defend their homes, nurture children and heal their kin. Men of the tribe who take part in these activities or have a passion for Luthic’s other aspects, such as her bear motif, may also follow this path but are rarer. Followers of Luthic also commonly grow their nails and use lacquer to harden them into talons, which are then given blessings by the Cave Mother herself. Although this path is unique to Luthic it could be used to substitute for other deities associated with defense of the family or a feral life cleric.

Domain Spells
1st
bane, cure wounds
3rd
augury, warding bond
5th
bestow curse, create food and water
7th
stoneskin, aura of life
9th
wall of stone, raise dead

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the survival and medicine skills.

Claws of the Cavemother
From 1st level, your nails have grown into long, bladed talons that sunder flesh easily. Your unarmed strikes deal d4 piercing damage, or d6 if a nearby ally is beneath 50% health. At level 10 this becomes a d6 and d8 respectively.

You can use Dexterity or Strength for the Attack and Damage Rolls of your unarmed strikes.

Channel Divinity: Restore Vitality
Starting at 2nd level, you can use your Channel Divinity to heal your companions.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to three times your cleric level, plus an extra 1d4 for each corpse of a creature that tried to injure you or an ally within 15 feet. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.


The Cave Bear’s Bite
Starting at 6th level, the cleric’s claws are infused by the will of Luthic. Piercing damage dealt by the character’s claws count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. They also ignore general piercing resistance.

Divine Strike
At 8th level, the cleric gains the ability to infuse his or her claw strikes with the bilious spite of Luthic. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 acid damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Mother’s Embrace
Starting at 17th level, when you restore health with a spell you can restore an additional d6 for each ally beneath half of their max health. You also gain resistance to poison damage.

JNAProductions
2020-05-13, 09:33 AM
This feels, if anything, a little too weak.

The natural weapon and related abilities are meh.
And the rest of it is pretty much fine.

Honestly, I'd add the claws as a flavorful addition, but tune it up a bit.

Aodh
2020-05-13, 10:49 AM
This feels, if anything, a little too weak.

The natural weapon and related abilities are meh.
And the rest of it is pretty much fine.

Honestly, I'd add the claws as a flavorful addition, but tune it up a bit.

Honestly, I kind of thought so myself but I wasn’t exactly sure how I’d buff the claws. Do you have any suggestions? Up the dice or something more fancy?

JNAProductions
2020-05-13, 10:51 AM
Honestly, I kind of thought so myself but I wasn’t exactly sure how I’d buff the claws. Do you have any suggestions? Up the dice or something more fancy?

I think you're better off leaving the claws as mostly a ribbon. Buff the other abilities, but Clerics are not the class to use weapon attacks powerfully with.

If you WANT the claws to be a defining feature, consider making it a Paladin, Fighter, or some other class archetype.

Aodh
2020-05-13, 11:09 AM
I think you're better off leaving the claws as mostly a ribbon. Buff the other abilities, but Clerics are not the class to use weapon attacks powerfully with.

If you WANT the claws to be a defining feature, consider making it a Paladin, Fighter, or some other class archetype.

Hmm, I suppose it could work as a paladin. Or perhaps a barbarian would fit the flavor a little better?

JNAProductions
2020-05-13, 11:11 AM
Hmm, I suppose it could work as a paladin. Or perhaps a barbarian would fit the flavor a little better?

Barbarian would be cool. Refluff rage as Divine Fervor. (No mechanical change, really-just a different name.)

Give them something similar to the Monk's Martial Arts for a bonus action attack, but require the main attack and BA attack to be with a low-damage die claw.

Aodh
2020-05-13, 11:54 AM
Barbarian would be cool. Refluff rage as Divine Fervor. (No mechanical change, really-just a different name.)

Give them something similar to the Monk's Martial Arts for a bonus action attack, but require the main attack and BA attack to be with a low-damage die claw.

I'll let you know when it's up!