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    Mar 2013

    Default Re: Destruction Domain: Clerics who find everything a battlefield.

    Quote Originally Posted by noob View Post
    What would a construction cleric be?
    Gond!

    No really, this is a good question. And I don't remember there being any class/subclass contests for it so...

    EDIT: Okay, this is something I quick threw together because you asked. It's more of a support role, I admit, but I also didn't take it very seriously.

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    Cleric: Construction Domain

    While the Forge Domain is specialized in what it creates, Construction is more open-ended. A diety such as Gond, who rules over craftsmen as a whole, would grant something more all-encompassing.

    This is just something I threw together, not worth its own thread. It's not a serious subclass.

    Construction Domain Spells

    Because "Construction" is so broad, when a Construction Domain Cleric reaches 1st level, they pick from the spells from that level's list. They do the same at 3rd, 5th, 7th and 9th. When a Domain Cleric gets a new level of Cleric, they may change any one of their domain spell choices to another choice from that same level.

    Cleric Level Spells
    1st Pick two from Tenser's Floating Disc, Shield, Mage Armor and Illusionary Script
    3rd Pick two from Arcane Lock, Magic Weapon, Rope Trick and Locate Object
    5th Pick two from Create Food and Water*, Leomund's Tiny Hut, Glyph of Warding and Elemental Weapon
    7th Fabricate, plus pick one from Leomund's Secret Chest, Mordenkainen's Private Sanctum, and Conjure Minor Elementals
    9th Pick two from Aninmate Objects, Creation, Telekenisis and Passwall
    *When casting Create Food and Water, a Construction Cleric may choose the type of food, including ingredients and spices. The effects are the same, but it probably tastes a lot better.

    Cleric Spells That Create An Object
    When this term is used, this refers to spells that
    1) have a duration of at least one round, and
    2) do not create living, undead, or construct creatures
    3) do not modify a living/undead/construct's stats, but instead have stats of their own
    It's the DMs discretion, but it's meant to affect things like Spiritual Weapon and Wall of Force, not Sacred Flame or Flame Strike. A pillar of fire and radiant energy doesn't count, _Brandon_.

    Bonus Proficiencies
    When you choose this domain at 1st level, you gain Proficiency and Expertise in the artisan's tools of your choice. It is assumed your Construction specialty is that skill.

    Building a Sacred Path
    At 1st level, you may use any artisan's tools in which you have Expertise as your spellcasting focus.

    Furthermore, when using any artisan's tools in which you have Expertise, you get the following options:
    1) When making repairs or adjustments on a nonmagical item, the job takes 25% less time and materials/cost. Multiple class effects that reduce time, materials, or cost do not stack.
    2) When making any skill or ability check to create any item, if any natural roll on any d20 is a 5 or lower, you may choose to roll that die again. Any die you reroll that way, you must accept the second result, even if it is lower.

    Divine Quality is not meant to be used to give infinite retries, however. Enough is enough. A die that has already been rerolled by some other effect cannot be rerolled again with Divine Quality, and a reroll from Divine Quality cannot be rerolled by any other method. You failed, _Brandon_, give someone else a turn.
    3) Any nonmagical item you make is of higher quality, and has a number of charges of Divine Quality equal to your proficiency bonus when you make the item. When the item is used as a tool or weapon in any skill check, ability check, or attack roll, any d20 rolled that is a natural 5 or lower, the user may expend one charge of that item's Divine Quality to reroll that die. They must accept the second roll, even if it is lower. Once the item has no charges of Divine Quality left, it still continues to work normally.

    This includes forging items, and bribing people with items.

    **Special Note: I am not aware of any standard 5E rules about making magical items. In any campaign that does that, the assumption is that Construction Domain Clerics can make items of suitable quality to be enchanted.

    Channel Divinity: Empowered Creation

    Starting at 2nd level, you can use your Channel Divinity to imbue you with greater creation ability. If you are Concentrating on a spell that creates or modifies an object -- such as Spiritual Weapon or Telekensis -- and your Concentration is broken, you may use your Reaction and one use of Channel Divinity to extend your Concentration for one more round.

    This means, if you can re-cast the spell quickly enough, you can seem to retain its effects by recasting the new effect where the last one is about to vanish.

    This also means it is temporarily possible to maintain two Concentration spells at the same time...briefly.

    Improved Sacred Building
    Starting at 6th level, the items you make are further improved.
    1) Any single-use expendable item you make that rolls dice, such as acid or a potion of healing, any rolled natural 1's on any of those rolled dice may be rerolled. The second result must be taken. Nonmagical ammunition also has this effect, even though it is not technically single-use.
    2) Divine Quality may be used to give items you create Advantage on any saving throws involved in damaging or breaking the item.
    3) Divine Quality may be used on natural rolls of 7 or lower, instead of 5.
    4) You may "repair" Divine Quality to any item that has run out of uses. This follows the same rules of repairing a damaged item, including your reduction to time and cost. Of course, you have to have the necessary skills to repair the item (i.e. a caligrapher can repair a damaged book, but not a halberd)

    Divine Barrier
    At 8th level, you gain the ability to suddenly create a wall of protection, mimicking the effect of any spell that starts with "Wall Of" whose casting time is 1 action, and whose spell level is one-half your Construction Domain Cleric level, or lower. The wall's appearance may be changed, so it appears to be made out of shapes of items you could make with any artisan's tools you have Expertise with. For example, a caligrapher could make a Wall of Fire out of floating, flaming letters. A carpenter could make Wall of Wind look like a misty pallisade. The appearance change has no effect on the wall's effect.

    As usual, any focus or expensive material component must still be supplied. If the mimicked spell has Concentration, so does Divine Barrier.

    Blade Barrier does not start with "Wall Of". No fair renaming this "Wall of Blades" I see you _Brandon_.

    Once used, this ability cannot be used again until the Construction Domain Cleric takes a long rest.

    Improved Divine Barrier
    At 14th level, any wall you create with Divine Barrier has double hit points and Advantage on any Saving Throws it makes.

    Avatar of Creation
    At 17th level, your ability to create is second only to the dieties themselves.

    1) Divine Quality may now be used on natural rolls of 10 or lower.
    2) During any long rest, you may restore one use of Divine Quality to one item that has no uses left.
    3) When you cast a Cleric spell that creates an object, such as Spiritual Weapon or any use of Divine Barrier, it no longer requires Concentration. However, you cannot cast a second version of that same spell while your first one remains.
    4) Any expendable single-use items you make, or ammunition, magical or otherwise, now reroll all 1's and 2's on any dice rolled to determine their effect. So also do any single-use effects of your Cleric spells that create an object, such as Glyph of Warding. Multiple-use Cleric spells that create an object, such as Wall of Fire and Spiritual Weapon, reroll 1's only.
    5) Any objects you create with Cleric spells have double hit points and Advantage on all Saving Throws, not just Divine Barriers.

    ** If your campaign has special rules for creating other items, such as golems, a 17th-level Construction Domain Cleric should get a non-mandatory boost there as well. For example, if a Construction Domain Cleric is part of making an Iron Golem, perhaps allow the golem to roll its hit points, and if they're too low, the Cleric could say "nevermind, we retroactively take average hit points".


    Please don't bother with criticism -- yes, I know you mean well, but I already know it's not that great. I slapped it together in a half hour. You'd probably be better off making a new one from scratch and entering it into a forum contest. Plus it's not the focus of this thread.
    Last edited by Breccia; 2022-01-04 at 11:37 AM.