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RustyDemiGod
2023-08-26, 08:33 PM
Wind Domain

Without the breath there is no life. Disciples of the winds have learned to center themselves and hear the world around them breathe. With this understanding of the interconnectedness amongst all living things the faithful chase the wind wherever it may lead, and more often than not find lives of adventure waiting.

Wind Domain Spells
Cleric Level Spells
1st Feather Fall, Fog Cloud
3rd Gust of Wind, Warding Wind
5th Wind Wall, Gaseous Form
7th Storm Sphere, Freedom of Movement
9th Control Winds, Cloudkill

-Arcane Winds: When you choose this domain at 1st level, you gain the Gust and Mage Hand cantrips. These cantrips count as Cleric cantrips for you, and do not count against the number of cantrips you know.

-Healing Winds: Also at 1st level, you gain the ability to infuse the breeze with healing magic. All spells you cast that restore Hit Points, regenerate body parts, or resolve physical conditions benefit from a 30ft increase in range.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Guardian Current: Starting at 6th level, when you or a creature within 30ft of you takes slashing, piercing, or bludgeoning damage, you can use your reaction to cloak the creature in protective winds. These winds grant you, or your target, resistance against that instance of damage. This ability is usable a number of times equal to your proficiency modifier. You regain all uses upon completing a short or long rest.

-Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 Slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.

-Untethered: At 17th level, you learn to move like the winds. You gain a flying speed equal to your base movement speed, and the ability to hover. I’m addition, your land or flight based movements do not provoke attacks of opportunity.

JNAProductions
2023-08-27, 09:28 PM
Guardian Current should probably not be unlimited in usage. Especially because Clerics generally don’t have a ton of use for their reaction to start with.

RustyDemiGod
2023-08-27, 10:43 PM
Nature clerics have an ability like this called Dampen Elements but it grants resistance as a reaction to acid, cold, fire, lightning, or thunder damage. Doesn’t have a use limitation, but since the more mundane types of damage are logically more common would that make it imbalanced?

JNAProductions
2023-08-27, 11:02 PM
Nature clerics have an ability like this called Dampen Elements but it grants resistance as a reaction to acid, cold, fire, lightning, or thunder damage. Doesn’t have a use limitation, but since the more mundane types of damage are logically more common would that make it imbalanced?

Maybe, instead of resistance, make it -Prof damage?

Little weaker early on, when elemental isn’t common. And later, when it is more common, your Prof is bigger.

RustyDemiGod
2023-08-27, 11:35 PM
Hm. Not a bad idea. Or make it useable = to proficiency per long rest?

JNAProductions
2023-08-27, 11:38 PM
Hm. Not a bad idea. Or make it useable = to proficiency per long rest?

Either works, I think.

Edit: though I’d do PB per short or long rest.

RustyDemiGod
2023-08-28, 04:42 AM
Edited version:

Starting at 6th level, when you or a creature within 30ft of you takes slashing, piercing, or bludgeoning damage, you can use your reaction to cloak the creature in protective winds. These winds grant you, or your target, resistance against that instance of damage. This ability is usable a number of times equal to your proficiency modifier. You regain all uses upon completing a short or long rest.