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Wildstag
2020-06-19, 01:11 PM
The Domain Focus alternate class feature was offered in Dragon Magazine 347. You sacrifice one of your two domains, and the spells on that domain’s list are no longer on your spell list.

However, you gain double the effect on your remaining granted power. Either you get double the uses or double the bonus. If the domain has a use limit and bonus, you choose which to double.

So what are the best domains to use with it? War and Trickery you gain nothing from. But Strength Domain can give you a +40 enhancement bonus to Strength for one round per day. The frontline cleric in me loves that possibility. Magic should in theory use devices as a wizard of their cleric level. And the alignment domains get a +2 caster level bonus to spells of that alignment, which could be amazing.

So what builds benefit from this ACF the most? Are there any worthwhile options?

jdizzlean
2020-06-19, 03:54 PM
i would take a static increase over a use increase if i was going this route, for the most part.

celerity domain gets you a flat +20 land speed increase, which can be cheesed to increase other modes as well
competition for a flat +2 to any opposed check
deathbound would be 6x your CL for creating undead... that could get game breaking real fast
gluttony would be 2x cleric level rounds per day as though enlarged
inquisition for +8 to dispel checks
magic as stated
renewal gets you 2d8 + (2xCHA) if you drop below 0hp. that's a pretty good oopsie button
retribution gets you 1/day 2x max damage on a strike, could be great
travel for 2x cleric level rounds/day of Freedom of movement
undeath for two free extra turnings


or if your build needed it badly enough, any of the +2-+4 CL bonuses from a myriad of domains

Maat Mons
2020-06-19, 05:45 PM
At one point, I was trying to work out a good use for the granted power of the Strength domain. It involved Domain Focus to, as you say, increase the bonus to 2x Cleric level (+40 at 20th level). It also involved 3 levels of the Mighty Contender of Kord prestige class, to increase the usage limit to Strength-modifier times per day, and increase the durration to 1d4+1 rounds per use.

At various times I've considered combining Domain Focus with the Inquisition domain, as already mentioned, and adding in the Arcane Mastery and Divine Defiance feats. Using an immediate action to negate an enemy's standard action could sometimes be tactically adventageous.

I don't think the benefits of the Deathbound or Magic domains count as "bonuses."

Afghanistan
2020-06-19, 06:03 PM
So what builds benefit from this ACF the most? Are there any worthwhile options?

I decided to go step by step with every non-planar domain in the game, most of them are either non-applicable, or so mediocre that they are better off paired with another domain over taking them. Some shine rather brightly like the Death and Repose domain actually doing disintegrate levels of damage once per day, which is neat, but overall, you're much better off just taking the good domains. The only domain that genuinely stands out is the Family Domain, which can theoretically turn your entire party into Tanks at low levels. Some abilities don't make sense being doubled, but it's Dragon Magazine content so making sense was probably an afterthought.

This is all my personal opinion and should be taken with a massive grain of salt.


No benefit at all
Benefits are minimal.
Benefits are moderate.
Benefits are major.
Benefits are optimal.






All Elemental Domain: No benefit what so ever.
Animal Domain: No benefit what so ever.
Balance Domain: Add Double your Wisdom modifier to your AC for your Cleric level in rounds, or add your Wisdom modifier to your AC for double your Cleric level in rounds.
Cavern Domain: No benefit what so ever.
Celerity Domain: Add 20 ft to your movement speed.
Alignment Domains: This applies to the Chaos, Law, Evil, and Good domains. Adds +2 to your caster level for spells with your particular alignment.
Charm Domain: Gain +8 untyped bonus to your Charisma once per day, for up to 1 minute; OR gain +4 untyped bonus to your Charisma twice per day for 1 minute; OR gain +4 untyped bonus to your Charisma once per day for 1 minute.
City Domain: No benefit what so ever.
Community Domain: Gain +4 bonus to Diplomacy checks, use Calm Emotion once per day; OR gain +2 bonus to Diplomacy checks, use Calm Emotion twice per day.
Competition Domain: Gain +2 bonus to opposed checks.
Courage Domain: Your Aura of Courage increases bonus to +8 against fear effects, instead of +4.
Craft Domain: Gain a +2 caster level bonus to Conjuration (Creation) spells and gain Skill Focus (Craft) as a bonus feat.
Creation Domain: Gain +2 caster level bonus to Conjuration (Creation) spells.
Darkness Domain: No benefit what so ever.
Death & Repose Domain: One additional use of the Touch of Death ability that inflicts 1d6 damage per Cleric level; OR your Touch of Death ability now inflicts 2d6 per Cleric level.
Deathbound Domain: Increases the number of creatures you can animate at a time from 3 times, to 4 times your caster level.
Decay Domain: One additional use of the Touch of Decay ability that inflicts 1d4 Constitution damage and 2d6+1 per Cleric level; OR your Touch of Decay inflicts 2d4 Constitution damage and 2d6+1 per Cleric level; OR your Touch of Decay Inflicts 1d4 Consitution damage and 2d6+2 per Cleric level.
Destiny Domain: Gain an additional reroll from the Destiny Domain.
Destruction Domain: Gain additional use of the Smite Power OR; your Smite Power grants you a +8 bonus and inflicts additional damage equal to twice your Cleric level.
Domination Domain: No benefit what so ever.
Dragon Domain: No benefit what so ever.
Dream Domain: No benefit what so ever.
Drow Domain: No benefit what so ever.
Dwarf Domain: No benefit what so ever.
Elf Domain: No benefit what so ever.
Envy Domain: Gain +2 Caster level bonus when casting any spells that inflict negative levels, damage, or drain ability scores.
Family Domain: Twice per day, you can protect a number of creatures equal to your Charisma Modifier granting them a +4 dodge bonus to their AC for 1 round per level OR; once per day you can protect a number of creatures equal to twice your Charisma modifier granting them a +4 dodge bonus to their AC for 1 round per level OR; once per day you can protect a number of creatures equal to your Charisma modifier granting them a +8 dodge bonus to their AC for 1 round per level OR; You can protect a number of creatures equal to your Charisma modifier granting them a +4 dodge bonus to their AC for 2 rounds per level.
Fate Domain: I'm uncertain about this one since it would suggest that you gain Uncanny Dodge as if you were a Rogue equal to twice your Cleric level. If anyone has a better interpretation, by all means I'll quote you.
Feast Domain: No benefit what so ever.
Force Domain: Twice per day, reroll any damage roll (Attack, Spell, or an Ability) and take the better two of the results.
Glory Domain: Turn Undead with a +4 bonus, and inflict 2d6 damage on turning damage rolls.
Gluttony Domain: For a total of time equal to twice your Cleric level in rounds, increase your size as if by an Enlarge Person.
Gnome & Illusion Domain: Gain +2 Caster level when casting Illusion spells.
Greed Domain: Gain +4 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.
Halfling Domain: Twice per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks; OR once per day, for 10 minutes, you add twice your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks.
Hatred Domain: Twice per day, as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute; OR Once per day, as a free action, choose one opponent. Against that foe you gain a +4 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.
Healing Domain: You cast healing spells at +2 caster level.
Hunger Domain: No benefit what so ever.
Inquisition Domain: +8 bonus to dispel checks.
Knowledge Domain: You cast divination spells at +2 caster level.
Liberation Domain: No benefit what so ever.
Life Domain: Twice per day, you can grant 1d6 temporary hit points +1 per cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour/level; OR Once per day, you can grant 1d6 temporary hit points +2 per cleric level to a creature you touch. These temporary hit points last for a maximum of 2 hours/level.
Luck Domain: You gain two rerolls from the Luck domain per day.
Lust Domain: Twice per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round; OR Once per day as a free action, you gain an enchancement bonus to your Charisma equal to twice your Cleric level.
Madness Domain: Twice per day, you can add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled; OR Once per day, you can add your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
Magic Domain: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of your cleric level (at least 1st level).
Mentalism Domain: Twice per day as a standard action, you can grant a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1 hour; OR Once per as a standard action, you can grant a creature you touch a resistance bonus on its next Will saving throw equal to twice your level +4. This mental ward is an abjuration effect with a duration of 1 hour.
Metal Domain: No benefit what so ever.
Mind Domain: You gain a +4 bonus on Bluff, Diplomacy, and Sense Motive checks.
Moon Domain: No benefit what so ever.
Mysticism Domain: Twice per day, you can use a free action to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). The effect lasts for 1 round per cleric level; OR Once per day, you can use a free action to grant yourself a luck bonus on your saving throws equal to twice your Charisma modifier. The effect lasts for 2 rounds per cleric level.
Nobility Domain: Twice per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to your Charisma bonus (minimum 1 round); OR Once per day as a standard action, you can inspire allies, giving them a +4 morale bonus on saving throws, attack rolls, and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to twice your Charisma bonus (minimum 1 round).
Ocean Domain: You have the ability to breathe water as if under the effect of a water breathing spell, for up to 2 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit).
Oracle Domain: You cast all divination spells at +4 caster levels.
Orc Domain: Gain additional use of the Smite Power OR; your Smite Power grants you a +8 bonus and inflicts additional damage equal to twice your Cleric level. If used against an Elf or a Dwarf, gain a +8 bonus on the Smite Attack roll.
Pact Domain: No benefit what so ever.
Passion Domain: For a total time per day of 2 round per cleric level, as a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability.
Pestilence Domain: No benefit what so ever.
Planning Domain: No benefit what so ever.
Plant Domain: No benefit what so ever.
Portal Domain: No benefit what so ever.
Pride Domain: No benefit what so ever.
Protection Domain: Grant someone you touch a resistance bonus equal to twice your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day; OR Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable twice per day.
Purification Domain: You cast all abjuration spells at +2 caster level.
Renewal Domain: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your twice Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect; OR If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions twice per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.
Retribution Domain: Twice per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Rune Domain: no benefit what so ever.
Scalykind Domain: no benefit what so ever.
Shadow Domain: no benefit what so ever.
Sky Domain: Your fly speed (or glide speed) improves by 10'.
Slime Domain: No benefit what so ever.
Sloth Domain: No benefit what so ever.
Spell Domain: You gain a +4 bonus on Concentration checks and Spellcraft checks.
Spider Domain: no benefit what so ever.
Storm Domain: You gain resistance to electricity 10.
Strength Domain: You gain an enhancement bonus to Strength equal to twice your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; OR You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable twice per day.
Suffering Domain: You gain an additional usage of the Touch of Pain ability OR the penalties from your Touch of Pain ability are -4 instead of -2.
Summoner Domain: Add +4 to your caster level for all conjuration (summoning) or conjuration (calling) spells.
Sun Domain: Gain additional usage of your greater turning ability.
Time Domain: No benefit what so ever.
Trade Domain: Twice per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute); OR Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your twice Charisma bonus (minimum 1 minute).
Travel Domain: Act as if under the effects of Freedom of Movement for up to twice your Cleric level in rounds per day.
Trickery Domain: No benefit what so ever.
Tyranny Domain: Add +2 to the save DC of any enchantment (compulsion) spell you cast.
Undeath Domain: No benefits what so ever.
War Domain: No benefits what so ever.
Wealth Domain: No benefits what so ever.
Weather Domain: You gain a +4 bonus on all weather-related Survival checks.
Windstorm Domain: Wind effects, whether natural or magical, affect you as if you were two size category larger.
Winter Domain: During the winter season, you gain a +4 sacred bonus on all Wisdom-based skill checks.
Wrath Domain: Twice per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely; OR Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 2 points and add them to your Strength score. This trade between ability scores last for 1 round per cleric level and cannot be ended prematurely; OR Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. This trade between ability scores lasts for 2 round per cleric level and cannot be ended prematurely.

Wildstag
2020-06-19, 06:35 PM
renewal gets you 2d8 + (2xCHA) if you drop below 0hp. that's a pretty good oopsie button


I knew I forgot one part of the description... In the case of the Fire domain, turn fire elemental only becomes "6 + Cha-mod", not "6 + (Cha-mod *2)". Following that logic, Renewal would only get you 2d8 + Cha if you drop below 0hp, which is still a decent contingency.

Some context to this question is that while reading the Shapechange Handbook, I recalled this ACF and started looking for ways I could get Animal domain for Shapechange while still getting the double-Strength option. Best I can come up with is Llerg, dropping the Chaos spells, and taking Contemplative down the road for additional domains (Animal), so that by 17 when I get Shapechange I could also gain a +34 Strength for one round. It's a very sub-optimal build though (I think), and I started wondering what other brains could come up with.

Family Domain, just because of the wealth of options, is definitely a strong contender.

Edit: the same article also has one of the best Ranger ACFs, which trades your animal companion to give you your Favored Enemy bonus on attack rolls as well. It really helps with TWF Rangers, or just Rangers in general.

Maat Mons
2020-06-19, 07:22 PM
I've sometimes thought it would be novel to take Domain Focus for the Truth domain. That gets you a bonus on all Sense Motive checks equal to twixe your Cleric level.

Domain Focus in the Herald domain gives you a +8 sacred bonus to Diplomacy and Intimidate. Or the joy domian gives a +8 sacred bonus to just Diplomacy, if you don't care about Intimidate. Either way, a good dip for a Diplomancer.

The Diabolic domain lets you add your Cleric level to a single Bluff, Diplomacy, Intimidate, or Sense Motive check once per day. Using Domain Focus, you could get twice your Cleric level to one Diplomacy check per day. That would make you sort of a lite Diplomancer without too much investment.

The Metalic Dragon domain gives DR/adamantine. This isn't a bonus, but your DM might allow Domain Focus to apply to it anyway.

One very good question is how this interacts with the Cloistered Cleric variant. Cloisted Cleric gives you a total of three domains. Can you give up the Knowlwedge domain to buy this ACF, and still have your normal two domains?