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View Full Version : D&D 3.x Class The Apostle: A Domain Based Divine Spellcaster (PEACH)



Silva Stormrage
2021-03-20, 04:16 AM
Apostle

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I have a deeper understanding and connection to my god’s will than any cleric. And the end result of that bond isn’t looking too great for you - Elrin Verrus a Champion Apostle of Pelor finishing off the last members of a cult.
Image From: https://i.pinimg.com/564x/06/19/90/061990245a20c3c4575d921d33a42947.jpg


Info: Apostles are beings strongly connected to a divine portfolio or ideal. Whether this is done via ritual, birthright or deep meditation varies from apostle to apostles. Most Apostles are connected to a deity’s divine realm and power while others still simply are born or achieved a connection with a spiritual concept such as freedom or knowledge. Regardless they are often avid believers and followers of a church or faith. Even those that worship an ideal often are strident advocates of that ideal and seek to expand its influence or adoption wherever they go.

Characteristics: Apostles are often found in organizations, as such they tend to fall in the lawful side of things. This isn’t a certainty however but it is a common trend. One factor leading to this is simply the fact that their ability to cast spells at a much more frequent rate than most standard clerics means even low level Apostles can play vital roles in small towns and villages, healing almost all wounds in a town, creating water for agriculture and such. This likewise lets them spread their faith or beliefs much easier to gracious townsfolk. Evil Apostles tend to work similarly but are either more ruthless in their conversion practices or much more predatory when they seek out desperate villages seeking aid. Organizations and churches know this and can often send out Apostles to villages, cities and other towns to spread their influence.

Races: Races with strong religious ties have a stronger chance of becoming apostles but really any race that can have faith in an ideal or religion can become an apostle. Even simple nature worship has on random occasions produced an apostle in a rural or tribal setting.

Alignment: Apostles tend towards lawful alignments but as noted above this isn’t a guarantee. Chaotic Apostles have a tendency towards more natural ideals but they can just as commonly be dedicated towards a chaotic deity or simply preach ideals of freedom.

Other Classes: An Apostle obviously tends to get along well with Clerics and Paladins of similar alignments as well as other divine casters as they tend to devote themselves to an ideal. Arcane casters and rogues can often be seen as self centered and egotistical to many Apostles but this isn’t guaranteed. Beyond that it varies from Apostle to Apostle. An Apostle devoted to nature and plant life is obviously going to be more friendly to Druids than one dedicated to crafting and innovation.

Roles: An Apostle is a spellcaster but they tend to lack some of the showy nature of primary spellcasters. As they lack the high level spells of a primary caster and have a much more limited spell selection their effects are usually more straightforward and predictable. However, they make up for versatility and power with sustainability and efficiency. Even low level Apostles can easily heal entire parties out of combat and those focused on damage can continue for long encounters or conflicts before needing to rest.

Creator Notes: This was a quick idea I had for trying to make a less Vancian based divine caster. I am not 100% sure how well I managed the balance but the goal was to keep it around the level of a beguiler/dread necromancer or a decently built sorcerer. Let me know if you see any major exploits I missed, near at will spellcasting with a wide variety of spells has the strong possibility I missed something. The lack of domains is certainly a flaw with this class as I noted quite a lot of themes just don't have enough domains to sustain them and many domains are pretty bad in their spell selection. Custom domains should be encouraged when playing this class when necessary.

GAME RULE INFORMATION
Apostles have the following game statistics.
Abilities: Charisma is the most important stat for Apostles as it influences their spell casting saving throw DCs and several other class features.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric

Class Skills
The Apostle’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Nobility) Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Apostle


Level
Base Attack Bonus
Fort
Ref
Will
Special
Domains


1st

+0

+2

+0

+2
Archetype, Domain Casting, Rebuke Portfolio
2 (1)


2nd

+1

+3

+0

+3
Domain Lore, Advanced Devotion
2 (1)


3rd

+1

+3

+1

+3
Archetype Ability (1)
2 (2)


4th

+2

+4

+1

+4
Advanced Devotion
2 (2)


5th

+2

+4

+1

+4
Improved Connection (4 Rounds)
3 (2)


6th

+3

+5

+2

+5
Portfolio Power (+1), Advanced Devotion
3 (3)


7th

+3

+5

+2

+5
Archetype Ability (2)
3 (3)


8th

+4

+6

+2

+6
Advanced Devotion
3 (3)


9th

+4

+6

+3

+6
Divine Control (1/Day)
3 (4)


10th

+5

+7

+3

+7
Improved Connections (3 Rounds) Advanced Devotion (All Domains)
4 (4)


11th

+5

+7

+3

+7
Archetype Ability (3)
4 (4)


12th

+6

+8

+4

+8
Portfolio Power (+2), Advanced Devotion
4 (5)


13th

+6

+8

+4

+8
Divine Control (2/Day)
4 (5)


14th

+7

+9

+4

+9
Advanced Devotion
4 (5)


15th

+7

+9

+5

+9
Archetype Ability (4), Improved Connections (2 Rounds)
5 (6)


16th

+8

+10

+5

+10
Greater Domain Access (7th), Advanced Devotion
5 (6)


17th

+8

+10

+5

+10
Divine Control (3/Day)
5 (6)


18th

+9

+11

+6

+11
Greater Domain Access (8) Portfolio Power (+3), Advanced Devotion
5 (6)


19th

+9

+11

+6

+11
Archetype Ability (5)
5 (6)


20th

+10

+12

+6

+12
Greater Domain Access (9th), True Miracle, Improved Connections (1 Round), Advanced Devotion (All Domains)
5 (6)


Class Features
All of the following are class features of the Apostle

Weapon and Armor Proficiencies: Apostles are proficient with all simple weapons and light armor and with shields (except tower shields). Champion Apostles are also proficient with Medium and Heavy Armor and all Martial Weapons and Tower Shields (See Below)

Archetype: Apostles can choose one of two archetypes when they first take a level in this class, priest or champion. Priests are focused on their divine magic and the intricate art of lore and preaching their ideals. Champions are focused on more martial arts and fighting enemies of their faith wherever they may be. Once chosen this choice can not be changed and the Apostle gets the following benefits depending on what choice they made.

At the following levels you get the following benefits:
1st: You add the following skills as class skills for all levels you take in Apostle. Bluff, Gather Information, Knowledge (All Skills, Taken Individually), Perform (All Skills, Taken Individually). In addition, whenever you gain a metamagic feat you automatically gain Divine Metamagic for that metamagic feat as a bonus feat. You also gain one metamagic feat as a bonus feat, you must meet the prerequisites of this feat.

3rd: Once per encounter for each domain you know you can cast a spell from the given domain even if that domain is not free and is currently on cooldown. This ability can be used 2/encounter at 11th level.

7th: When applying Divine Metamagic to your spells you can reduce the number of turn attempts needed to be spent when using the feat by two (Minimum 1 turn attempt spent).

11th: All spells cast by you can be freely modified by one of the following metamagic feats for free, Sculpt Spell, Extend Spell, Enlarge Spell, Silent Spell, Still Spell.

15th: When using your Divine Control ability you can replicate any appropriate spell or effect of 7th level or lower and you gain an additional two uses per day.

19th: Whenever you cast a spell from a given domain you can also cast a 1st or 2nd spell from that domain as a free action.


1st: You add the following skills as class skills for all levels you take in Apostle. Balance, Climb, Intimidate, Jump, Swim, Tumble. In addition you gain proficiency with medium and heavy armor, all martial weapons and tower shields, as well as gaining full base attack bonus for your levels in Apostle. You also gain one fighter bonus feat.

3rd: You gain access to martial maneuvers from the Devoted Spirit and one other martial discipline of your choice. They may treat any of their deity's favored weapons as both favored weapons for the Devoted Spirit school and valid weapons for any Devoted Spirit maneuver (Even if they normally require melee weapons and are ranged). Once you select a second discipline the decision can not be changed. You gain the second school's key skill as a class skill for all past and future levels of Apostle and they can use charisma as the ability score modifier for that skill. You start out knowing 2 maneuvers and 1 stance from each school, totaling to 4 maneuvers and 2 stances and your initiator level is the save as your caster level for divine spells. You can ready a number of maneuvers equal to one plus the number of domains you have access to on the table above (Thus at 8th level you can ready 4 maneuvers). You can refresh your maneuvers in one of two ways. First whenever you cast a spell you can refresh one maneuver. Secondly, you can spend a full round action in meditative prayer provoking attacks of opportunity from all nearby enemies to refresh all your readied maneuvers and to swap out any readied maneuvers with other known maneuvers as if you had just used the adaptive style feat. The maximum level of maneuver you can learn is equal to the maximum spell level you can normally cast via your class level. Thus you can learn 3rd level maneuvers at 6th and 4th level maneuvers at 9th. You learn an additional maneuver from each school at every third level (6th, 9th, 12th, etc) and an additional stance from each school at every 4th level (4th, 8th, 12th, etc). This ability progresses at the same rate as your divine spellcasting, gaining new maneuvers and stances known and similar progression if you take a PRC that advances your divine casting and vice versa (A PRC that progresses martial maneuvers progresses spellcasting for the Apostle).

7th: Whenever you hit a creature with a strike maneuver you can cast a melee touch spell or a spell that could be stored in a spell storing weapon that is on a free domain and has a casting time of a standard action or less as a free action targeting the struck creature. If you strike multiple creatures with this strike you may only cast one spell on one target whom you hit. This spell automatically hits the target. This causes the domain to go on cooldown for one round instead of as normal and does not refresh any maneuvers. You also gain one fighter bonus feat.

11th: Whenever you use a martial maneuver you can cast a spell from any free domain and has a casting time of a standard action or less on yourself as a free action. This sets the domain on cooldown for only one round instead of the normal amount and does not refresh any maneuvers.

You also can expand your martial diversity and can select one additional martial discipline beyond your original two. You gain a number of maneuvers and stances in that school equal to the number you would normally have for each other school. Thus at 11th level you would learn 4 maneuvers from this new school. You can also ready an additional maneuver.

15th: You can add your charisma modifier as a bonus to your attack and damage rolls. In addition, you refresh two maneuvers whenever you cast a divine spell. You also gain one fighter bonus feat.

19th: You may select one 7th level or lower maneuver from each of your known schools as well as one 8th level or lower stance from each school.


Domain Casting: The Apostle doesn’t pray and receive spells like a normal divine caster, instead they form a deeper connection to their god or ideals. This connection while deeper is much less flexible than a standard cleric’s connection. At 1st level the Apostle selects a god or general theme to follow and then picks two domains which are associated with that god or theme. They gain the associated spells and the associated domain granted power for these domains. They can cast from that domain spontaneously and know all spells on that domain list. Once they cast a spell from a given free domain it goes on cooldown and they can not cast a spell from that domain again until five rounds have passed and the domain becomes free again. If an ability or item requires them to sacrifice a spell slot or similar effect it causes the domain to go on cooldown as if the Apostle had cast from that domain. Due to the strain of spellcasting an Apostle may only cast a maximum of 20 spells from a given domain within an hour. For example, if an Apostle cast 1 spell at noon and another during the next half hour they would need to wait until 1PM until they could cast more spells from that domain and at 1PM they would have the ability to cast only a single spell, with the others becoming available once an hour has passed from the casting of the spell. An Apostle can only have a number of ongoing spells of the summoning or calling sub schools equal to his charisma modifier active at a given time, casting more than that causes the first spell cast to instantly end. An Apostle gains an additional domain at 5th, 10th, and every 5th level after that. In addition to normal Cleric domains the Apostle can select from a list of domains exclusive to them called Fundamental Domains which are described below. These domains once chosen can not be swapped out via the domain substitution effect or other temporary domain replacement effects but can be replaced via permanent effects such as psychic reformation.

An Apostle can not apply metamagic feats to spells cast in such a manner but they can apply metamagics via the Divine Metamagic feat. They are still free to use items that replicate metamagic feats such as Metamagic Rods. The maximum spell level they can cast from each domain is given on the table above in parentheses next to the number of domains available. An Apostle needs to have a charisma score of 10+ The Spell Level in order to cast a particular spell via their Domain Casting or their Greater Domain Access class features (See Below). Charisma is also their relevant casting ability modifier for determining their saving throw DC for their spells. Any Domain Granted Powers which are based on a cleric’s wisdom score are instead based on the Apostle’s charisma score.

In addition to their selected domains the Apostle can also cast all cleric and druid cantrips and prestidigitation at will as above. These cantrips count as their own “Domain” and follow the same rules as above, once a cantrip is used five rounds must pass before casting another one and a maximum of 20 different cantrips can be cast within any given hour timeframe. If the Apostle uses their Advanced Devotion class feature on this domain than they may add any other cantrip from any class's spell list to this "Cantrip Domain".

The spells on these domains are considered the Apostle’s spell list for the purpose of spell trigger items and similar effects but they can not add any spells to their spell list via things such as the Extra Spell, Arcane Disciple, Mother Cyst or similar feats (Except via their Advanced Devotion class feature, see below). Nor can they swap out these spells for other spells such as via runestaves or if they somehow gain the ability to spontaneously swap spells such as Cleric’s spontaneous cure/inflict abilities. If a domain has a spell that manipulates spell slots such as the Spell Domain’s “Anyspell, Mnemonic Enhancer and Greater Anyspell” spells you are required to swap them out for thematic spells of equivalent level. For the Spell Domain the spells: Dweomer Vortex/Dispel Magic, Dispelling Screen and Dispel Magic Greater would be appropriate spells to substitute. If two chosen domains have the same spell on their spell list than the Apostle can swap one of those spells out for another spell as if learning a spell via Advanced Devotion for that domain.

This connection is also exclusive to other divine casters. Upon taking the 1st level of Apostle the character loses all access to divine spellcasting granted by other classes or their race. Divine spell-like abilities remain but all other spells are lost. An Apostle may swap any other divine spellcasting base class levels over to Apostle if he so wishes upon taking his first level of Apostle. The Apostle can still take levels in prestige classes which progress divine spellcasting. Those prestige classes would increase the Apostle's caster level, domains known and max spell level but wouldn't progress any other class features.


Some themes may run into problems with selecting that many domains for a particularly focused theme. DMs and players are either encouraged to make a custom domain (Upon DM approval of course) or be more conceptual with their selection. For example an Apostle of “Fire” can obviously select the Fire and Sun domains but there is no obvious third domain to select. An evil Apostle may select the Destruction Domain to represent fire’s inherent destructive capabilities or a good aligned Apostle may select the Passion or Renewal Domain to represent its energetic and cyclical symbolism. What exactly qualifies varies from Apostle to Apostle. As always an Apostle player can work with their DM to create custom domains if the DM is willing.

Rebuke Portfolio (Su): This ability works like rebuke/command undead except as noted here. The Apostle can only rebuke or command creatures related to their domain, thus an Apostle with the fire domain could rebuke/command creatures with the fire subtype, an Apostle with the Pride domain might be able to rebuke exceptionally arrogant kings or noblemen, the DM determines whether or not a creature is an appropriate target. Whether a creature is rebuked or commanded is determined by their base HD and temporary modifiers (Such as a Bard's Inspire Greatness ability or negative levels) don't factor into the calculation. A cleric or divine caster with access to one of the Apostle’s domains is always counted as a valid target for this ability but such characters can never be commanded only rebuked. Humanoids and Monstrous Humanoids count as have +4 turn resistance for the purpose of this ability due to their innate flexibility in their thinking and moral flexibility. Items and similar abilities which boost turn undead or rebuke undead level or other effect do not apply for this ability. If the item or ability grants extra uses of rebuke or turn undead than they still apply to this ability.

If a domain already grants a similar ability via their Domain Granted Power such as the Earth Domain then that ability is improved so that the Apostle can command twice their level in such creatures and the Apostle gets a +4 bonus on their level for such checks.

This ability counts as turn or rebuke undead for the purpose of feats and abilities which require you to spend turn or rebuke attempts such as Divine Metamagic. This ability can be used a number of times per day equal to 3 + the Apostle’s Charisma Modifier.

Domain Lore (Su): The Apostle has studied deeply and has keen insight into their chosen domains. The Apostle gains the Bardic Knowledge class feature except as noted here. This information is divinely given and as such the Apostle uses their charisma modifier instead of intelligence modifier for this check. In addition, they do not need to have heard of the information beforehand. In fact they can receive information on newly created items and creatures that no one has ever seen before. However, these benefits come at a cost, instead of getting information regarding notable individuals, places and items this ability can only get information about things related to whatever domains the Apostle has selected. Creatures, places or objects which block a deities various portfolio senses can fool or block this sense.

As a special use of this ability a DC 20 check determines whether or not a creature is a valid target for their Rebuke Portfolio class feature. This check can be made as a free action once per creature.

Advanced Devotion: At 2nd level the Apostle may select a spell from the cleric, druid or another domain's spell list of a spell level equal to or less than the maximum he can cast (Maximum 6th spell level) to add to each of their two known domains. This spell must be related to the domain chosen. The DM has final say on whether a spell can be added to a given domain. Once selected that spell is treated as if it is on that domain’s spell list for the Apostle. At 4th and every even level after (6th,8th,etc) he may select an additional spell and add it to a single domain he knows in the same manner. At 10th and 20th level they may add a new spell to every domain they have access to instead of just one.

Fundamental Domains have specific requirements that must be met for spells to be added to their spell list. (See Below)

Improved Connection: At 5th level and every 5 levels afterwards the Apostle needs to wait one less round before casting a spell from a given domain again. Thus at 5th level he only has to wait 4 rounds, 10th 3 rounds, etc.

Portfolio Power: At 6th level due to their tireless devotion to their ideals an Apostle gains a +1 caster level on all spells cast from their various domains and those spells have their saving throw DCs increased by the same amount. This bonus increases to +2 at 12th level and +3 at 18th level.

Divine Control (Su): An Apostle has an intrinsic and flexible tie to their chosen domain. At 9th level once per day they can evoke this divine control over their given domain to produce a wide range of effects. This can duplicate any relevant spell to that domain that is 6th level or lower that has a one round casting time or less and doesn’t have any expensive material or experience component. Thus an Apostle with the Fire domain could replicate the effects of any spell with the Fire subtype, or an Apostle with the Destruction domain could replicate any immediately damaging spell. This can also replicate any other effect of similar or lesser power related to the domain even if there is no exact equivalent spell for the required effect. Thus an Apostle with the fire domain could use this ability to put out a large mansion that's on fire even if there isn’t an exact spell that would do that. The DM of course has final say on the exact details of whether an effect is beyond this abilities power but an Apostle generally knows if such an action is beyond them unless they are missing key details. For example, an Apostle with the Fire Domain could normally put out a mansion that's lit ablaze with non magical fire but could waste their use of this ability trying to put the fire out if the fire was empowered by an artifact they were unaware of within the mansion.

At 13th level this ability can be used 2/day and at 17th level it can be used 3/day.

Greater Domain Access: At 16th level an Apostle can grab even the most powerful spells from their domain. Once per day they may cast the 7th level spell from each of their domains. At 18th level they may cast either the 8th or the 7th level spell of a given domain once per day and at 20th level they can either the 7th, 8th or 9th level spell from a given domain once per day.

True Miracle: An Apostle has truly connected to their divine patron and can channel true miracles. They can now cast the spell Miracle three times per day as a spell like ability, unlike normal spell like abilities an Apostle still needs to pay XP for these miracles. Once per week they can ignore up to 5000 experience points cost for one of these miracles if the chosen miracle is related to one of their domains.



Fundamental Domains are made to represent core aspects of following an ideal that all Apostles can select. These domains function as normal domains except only Apostles can select them and they are invalid options for things like Arcane Disciple, Domain Draughts and other similar spells, items and effects.

Divine Domain:
Domain Granted Power: The Apostle gains a +1 caster level for all divine spells
1: Shield of Faith
2: Hold Person
3: Death Ward
4: Restoration
5: Plane Shift
6: Heal
7: Spell Resistance
8: Greater Spell Immunity
9: Miracle
Advanced Devotion Requirement: The Apostle can only add spells from the cleric spell list from the player's handbook to this domain.

Power Domain:
Granted Power: Once per day per point of charisma modifier the Apostle can unleash a burst of divine power dealing 1d8 damage + cha mod to those within a 10ft burst, 20ft cone or 100ft long 5ft wide line. This damage increases by 1d8 for every 2 caster levels.
1: Magic Missile
2: Spiritual Weapon (Uses Charisma instead of Wisdom)
3: Visage of the Deity, Lesser (SpC)
4: Flame Strike
5: Comet Fall (SpC)
6: Radiant Assault (SpC)
7: Holy Star (SpC)
8: Fire Storm (Half the Damage is Divine Damage)
9: Visage of the Deity Greater (SpC)
Advanced Devotion Requirement: The Apostle can only add spells that directly deal damage to one or more targets to this domain.

Connection Domain:
Granted Power: The Apostle gains a spectral companion to aid him. This companion functions as an unseen servant cast at the Apostle’s caster level except as noted here. It has a 30ft move speed and a strength score equal to the Apostle’s charisma modifier. In addition, if it ever dies or moves out of range the servant immediately is resummoned in a square adjacent to the Apostle.
1: Conviction
2: Shield Other
3: Mass Resist Energy
4: Recitation
5: Righteous Wrath of the Faithful
6: Heroes' Feast
7: Heroism, Greater
8: Moment of Prescience
9: Mass, Heal
Advanced Devotion Requirement: The Apostle can only add spells that are beneficial and target multiple creatures to this domain.

Ideal Domain:
Granted Power: As a swift action useable three times per day the Apostle can grant themselves a +4 enchantment bonus to one ability score and fast healing 3 for 3 rounds. At 10th level these bonuses last for one minute.
1: Cure Light Wounds
2: Lesser Restoration
3: Divine Power
4: Favor of the Martyr
5: Righteous Might
6: Heroism, Greater
7: Greater Restoration
8: Mind Blank
9: Mass, Heal
Advanced Devotion Requirement: The Apostle can only add spells with the Conjuration (Healing) subschool or a single target spell that improves or enhances the target to this domain.

Insight Domain:
Granted Power: The Apostle gains a +3 divine bonus for the skills Sense Motive, Spot, Listen and all Knowledge Skills. The Apostle can also make knowledge checks untrained.
1: Omen of Peril
2: Divine Insight
3: Alter Fortune
4: Discern lies
5: Commune
6: Find the Path
7: Greater Scrying
8: Discern Location
9: Foresight
Advanced Devotion Requirement: The Apostle can only add divination spells to this domain.

Determination Domain:
Granted Power: Three times per day the Apostle can as an immediate action reroll a failed saving throw against a spell or effect.
1: Resurgence (SpC)
2: Bear’s Endurance
3: Magic Vestment
4: Freedom of Movement
5: Surge of Fortune
6: Superior Resistance
7: Energy Immunity
8: Mass Death Ward (SpC)
9: Choose Destiny (RoD)
Advanced Devotion Requirement: The Apostle can only add spells which improve a target's saving throws or spells which grant immunities or resistances to conditions or effects to this domain.



New Feats
Domain Focus
You have a stronger connection to your domains and can cast spells from them repeatedly
Prerequisites: Domain Casting class feature
Benefit: Once per encounter when casting a spell from a free domain you can choose to not cause the domain to go on cooldown.
Special: This feat may be selected multiple times, either selecting a different domain or selecting the same one and gaining an additional use of this feat per encounter.

Domain Empowerment
You further bolster your connection to one of your domains
Prerequisites: Domain Focus
Benefit: Select one domain which you have the Domain Focus feat for. Spells from that domain have a +2 bonus to their saving throw DC.
Special: This feat may be selected multiple times each time selecting another domain that qualifies.

Domain Endurance
You can use your spellcasting more frequently without tiring
Prerequisites: Domain Casting
Benefit: Select one domain that you know. You can use that domain’s spells an additional 10 times in a given hour.
Special: This feat may be selected multiple times each time selecting another domain.

Innate Power
You forsake the fancy words and gestures meant to guide your spells to instead focus on your inner power
Prerequisites: Domain Casting class feature
Benefit: When casting a spell with your domain casting class feature can choose to cast your spells as if they had the silent and still metamagic feats attached to them. If you do so the domain goes on cooldown for 10 rounds.

Eschew Divine Material Components
You can ignore expensive material components for spells cast via your domains
Prerequisites: Domain Casting class feature
Benefit: When casting a spell with your domain casting class feature you can ignore expensive material components equal to or less than 250 gp and experience point cost of 100 or less.
Special: This feat may be selected multiple times each time selecting another domain.

Calm Connection
You connect with your given source of divine power in a more traditional manner
Prerequisites: Domain Casting class feature
Benefit: Instead of using charisma you can use your wisdom modifier for determining what spells you can cast and what their saving throw DCs are as well as for any Apostle class features that are based on charisma. In addition, you gain a +2 bonus on will saving throws.

Sanctified Apostle [Exalted]
You find yourself able to channel sanctified spells due to your unwavering devotion to good
Prerequisites: Domain Casting class feature, Good Alignment
Benefit: You can cast sanctified spells despite not being a prepared caster. You can treat all sanctified spells as if they were on any non cantrip domain list for your Domain Casting class feature.

Corrupted Apostle [Vile]
You find yourself able to channel corrupt spells due to your unwavering devotion to evil
Prerequisites: Domain Casting class feature, Evil Alignment
Benefit: You can cast corrupt spells despite not being a prepared caster. You can treat all corrupt spells as if they were on any non cantrip domain list for your Domain Casting class feature.

Elves
2021-03-22, 02:51 AM
Domain based casting is absolutely the direction priest-type classes should go to fix the "automatically knows every cleric spell ever printed" problem with current cleric.
And it's a cool way of doing a cleric warmage/beguiler/etc equivalent.

- Cut the fluff requisite of "theme" and just let them choose anything like a cleric can.

- Too many domains IMO. Divine crusaders with a couple domains from PRCs are already a decently complex game experience. 7 domains is at the point where 1) it's too complex and 2) there's no longer a discernible theme to the character. I wouldn't give them the 2nd until level 2. And max it out either at 4 or 5 for the capstone.

to make it really simple could be
1st: 1. 2nd-10th: 2. 11th-19th: 3. 20th: 5. Or carve out the middle levels for 3 and capstone as 5.

- I've come to value simplicity. The class table looks a little crammed to me. What stands out to cut?

Divine Control vs Advanced learning have redundant functions of expanding character's spell list. Divine Control is stronger thematically. And energy type dependence etc not a problem since they get multiple domains. However, it needs stronger parameters. Look to Customize Domain feat for examples.

Cutting advanced learning gives your table the breathing room it needs.

- Don't like giving champion maneuvers. Having base classes use two subsystems is clashy and threatens overcomplexity. How about just replace with fighter bonus feats or something.

- This part: "They may only cast a maximum of 20 different spells from a given domain within any given hour time frame before they need to rest." simply doesn't work. Hourly resting is also going to mess up time flow for the rest of the party.

- I like the domain cooldowns as an idea but in light of the problem with above, it may be simpler to just do per day.

Alternately, you could give them "hot flashes" of zealous inspiration. Similar to rage, perhaps lasting longer. Because they're divinely inspired, they can only cast spells during a "hot flash".

That's the hardest part to figure out.

Maybe separate hot flashes for each domain? Then it can be about juggling which domains you have active. Risks being way too complex though.

Silva Stormrage
2021-04-10, 05:03 AM
Alright some updates to this class, I was swamped with RL so took me a bit to come back to this one.

Reduced the number of domains available and reduced the uses of Divine Connection and nerfed Greater Domain Access to only grant one higher level spell slot for each domain instead of being able to cast the 7th, 8th and 9th level spell of each domain once per day. I felt the class had too much going for it with its ability to cast higher level spells and I wanted to mostly keep it restricted to 6th level spells and below.

Added Fundemental Domains so that Apostles could select some baseline cleric spells more easily and have a few solid domains for themes with few domains to select. Some fill some other roles as well, the Power Domain for example does help at low levels a lot more.

Restructured some of Champion abilities to better match the level they got the effect.


Domain based casting is absolutely the direction priest-type classes should go to fix the "automatically knows every cleric spell ever printed" problem with current cleric.
And it's a cool way of doing a cleric warmage/beguiler/etc equivalent.

- Cut the fluff requisite of "theme" and just let them choose anything like a cleric can.

- Too many domains IMO. Divine crusaders with a couple domains from PRCs are already a decently complex game experience. 7 domains is at the point where 1) it's too complex and 2) there's no longer a discernible theme to the character. I wouldn't give them the 2nd until level 2. And max it out either at 4 or 5 for the capstone.

to make it really simple could be
1st: 1. 2nd-10th: 2. 11th-19th: 3. 20th: 5. Or carve out the middle levels for 3 and capstone as 5.

- I've come to value simplicity. The class table looks a little crammed to me. What stands out to cut?

Divine Control vs Advanced learning have redundant functions of expanding character's spell list. Divine Control is stronger thematically. And energy type dependence etc not a problem since they get multiple domains. However, it needs stronger parameters. Look to Customize Domain feat for examples.

Cutting advanced learning gives your table the breathing room it needs.

- Don't like giving champion maneuvers. Having base classes use two subsystems is clashy and threatens overcomplexity. How about just replace with fighter bonus feats or something.

- This part: "They may only cast a maximum of 20 different spells from a given domain within any given hour time frame before they need to rest." simply doesn't work. Hourly resting is also going to mess up time flow for the rest of the party.

- I like the domain cooldowns as an idea but in light of the problem with above, it may be simpler to just do per day.

Alternately, you could give them "hot flashes" of zealous inspiration. Similar to rage, perhaps lasting longer. Because they're divinely inspired, they can only cast spells during a "hot flash".

That's the hardest part to figure out.

Maybe separate hot flashes for each domain? Then it can be about juggling which domains you have active. Risks being way too complex though.

So the goal of this class was creating a good template for a local cleric/divine caster of a small town and such, someone who could cast lots of spells for a community but wouldn't have to be a high level cleric to pull it off. The mechanical base is the domain casting and the at will casting/cooldown mechanic. So those aspects aren't really going to be removed as they are the cornerstone of the class mechanically speaking.

I do agree with you on the number of domains. Initially, it was intended that they would just empower existing domains if they ran out but that was a weird mechanic so I scrapped it all together and reduced the number of domains available. They do also have access to new domains for themes and such.

As for selecting domains. They do basically select domains the same way as a cleric so I am a bit confused on that point. They pick a god and pick the relevant domains from that god or pick an ideal or "theme" in the case of an Apostle and selects domains that way. I just picked theme because it worked better for description purposes and for class features like Divine Control. On advanced learning vs the Customize Domain feat. Yes the Advanced Learning class feature was meant to function like that feat does, however, I don't want to have to design requirements for 50+ domains so I went with the lazy approach and just essentially said "DM decides if its in theme" :smalltongue:

Likewise I think you misunderstood how the 20 spell casting limit works, mostly because I worded that terribly. Its not like 5e where you have to take a short rest every hour or so. Its more like you have 20 spell slots for a given domain that automatically refresh an hour after casting the spell. It IS slightly convoluted but I wanted at will casting an needed to prevent obvious game breaking combos like just picking up the spell fabricate from the Trade domain and getting infinite money or Wall of Stone from earth and just hiding for a week and creating a stupidly large fortress. As well as preventing them from keeping up problematic round per level buffs or spells like summon monster. 20 spells per hour per domain shouldn't really ever be hit by most players except in super rare situations (Needing to cast hundreds of remove disease spells to counter a pandemic for example).

As for the maneuver aspect, I think if anyone is playing 3.5 at this point they can handle two fundamental systems of 3.5 in one class. If they don't want to they can use the Priest archetype and pick up a domain that grants Divine Power.

Lastly I think you overestimate the clutter of the class table. Most of those class features would simply be included in spellcasting progression on a regular casting class. The only real class features are Rebuke Portfolio, The Archetype Abilities and Divine Control. The rest are either just progression updates to spellcasting which would normally be in the spellcasting table section (Advanced Learning, Cooldown Reduction, Greater Domain Access) or simple passive things (Domain lore, Portfolio Power, Extra Uses of Domain Control). Its really not a lot to manage except compared to baseline spellcasters whose base class design is extraordinarily bare.