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RustyDemiGod
2023-10-01, 02:53 AM
Vitalist Domain

Vitalists follow Gods of healing and intellectual enlightenment. Where some beings of faith heal by divine intervention, Vitalists take a more academic approach. By tapping into the power of the mind as a conduit for the divine, these psionic physicians stimulate the mind to heal the body and vice versa.

Vitalist Domain Spells
Cleric Level Spells
1st Cure Wounds, Detect Poison and Disease
3rd Lesser Restoration, Enhance Ability
5th Aura of Vitality, Protection From Energy
7th Death Ward, Freedom of Movement
9th Mass Cure Wounds, Greater Restoration

-Vitalist Network: When you choose this Domain at 1st level, you gain the ability to connect your allies in a telepathic network.
As a bonus action, you can facilitate telepathic communication between yourself and a number of allies equal to your Wisdom modifier + your proficiency bonus. All participants must be within 60ft of you. Your allies do not need to share a common language to understand each other, but they must be able to understand at least one language.
While you and your allies are engaged in this network, you may cast any spells on your allies from up to 60ft away regardless of the spell’s range, as long as they are within the network’s range.

-Channel Divinity, Banish Impurity: Starting at 2nd level, you can use your Channel Divinity to purge your allies of their ailments.
As an action, you may channel your divine intent through your Vitalist Network. All allies within this network are cured of one disease or poison effecting them.
Upon reaching 5th level, you can use your Channel Divinity to instead remove a curse from your networked allies.

-Shared Resolve: Beginning at 6th level, your network of allies strengthen your resolve. Whenever you fail a Constitution check to maintain a spell, you can use your reaction to have an ally of your choice make a Constitution check. If they succeed, you maintain concentration on your spell.

-Psychic Strikes: When you reach 8th level, you are blessed with psychic might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Empowered Vitalism: Starting at 17th level, your presence in your Vitalist Network grows. All healing you deliver through your Vitalist Network increases by half. Additionally, you may channel any Cantrip or spell you cast through one of your networked allies as if they were the source of the casting.

RustyDemiGod
2023-10-06, 09:32 PM
On second thought the CD may need reworded or replaced, something on the reread just doesn’t seem right

Anymage
2023-10-08, 02:50 PM
It's hanging out around the top end of published stuff, so a DM will likely be skeptical unless it's an "everything goes" game.

Vitalist Network: I'm not sure if the point is to be able to create party telepathy networks that can then allow for long distance communication, or if it's meant to be an aura around you that allows telepathic communication among allies so long as they're within the zone. If the former it needs a duration and use limits to prevent the ability to spam-create permanent telepathic networks. If the latter you don't really need a target limit because the number of people close to you is self-limiting and you can often just talk. As for the ability to extend spell ranges to 60', being able to get that much range out of a touch spell is strong. Not a broken feature by itself, but a package of all good features is going to stand out when most others are mixed bags.

Banish Impurity: Being able to do a full party purge can neuter quite a few threats and would work as the One Defining Shtick for a subclass. On top of that being able to cure diseases for multiple people on a short rest recharge means that a few vitalists existing can stop plague plots in their tracks. Single target curing would still be solid without the issues raised by mass curing.

Shared Resolve: Being able to reroll your save to maintain a key concentration spell is strong to begin with, to the point where Warcaster is a recommended pick even for casters who don't expect to use the other two bullet points. Being able to reroll that using the modifier of someone who's proficient in Con saves when you yourself are not is stronger still. The only "drawback" is that it competes for your reaction with the big gamewarpers (Shield, Silvery Barbs, Counterspell). So unless you're playing a high op game where your cleric managed to poach those off-list spells, it's going to raise some eyebrows. There are also a couple of minor technicalities (they're concentration saves instead of checks, and you could stand to mention the difficulty), but it's easy enough to say "concentration save at the same difficulty as the original" while the foundational issues are still there.

Psychic Strikes: In line with other features around that level. Not much to see here.

Empowered Vitalism: The healing boost is nice but not too out of line considering that seventeenth level is when you start taking your victory lap around the game. And using an ally as the source for your ranged attacks is a pretty minor ribbon. The ability to cause a spell with a normal target of "self" to emanate from an ally is really strong and only justified with a view of "the game's already broken at 17, a little more won't hurt".

RustyDemiGod
2023-10-08, 08:44 PM
Thank you Anymage I appreciate the feedback!

Revised:

-Vitalist Network: When you choose this Domain at 1st level, you gain the ability to connect your allies in a telepathic network.
As a bonus action, you can facilitate telepathic communication between yourself and all allies within 60ft. Your allies do not need to share a common language to understand each other, but they must be able to understand at least one language. Additionally you are aware of all of your party’s current Hit Points while they are in your network.
While you and your allies are engaged in this network, you may cast any spells on your allies from up to 60ft away regardless of the spell’s range, as long as they are within the network’s range.


-Channel Divinity, Banish Impurity: Starting at 2nd level, you can use your Channel Divinity to purge your allies of their ailments.
As an action, you may channel your divine intent through your Vitalist Network. Choose one ally within your network, they are cured of one disease or poison effecting them.
Upon reaching 5th level, you can use your Channel Divinity to instead remove a curse from one of your networked allies.


-Shared Resolve: Beginning at 6th level, your network of allies strengthen your resolve. Whenever you fail a Constitution check to maintain a spell, you can use your reaction to have an ally of your choice make a Constitution check against the same DC. If they succeed, you maintain concentration on your spell.