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    Dwarf in the Playground
     
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    Default 3.5 SRD cleric domains overhaul

    3.5 SRD Cleric domains conversion
    by WrittenInBlood

    Now revised and changed accordingly. Some features are made more useful and synergistic, Protection domain merged with Community, and added bits of fluff here and there.

    Spoiler: Already covered domains
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    Already covered domains
    3.5 SRD 5e
    Air Tempest
    Animal Nature
    Creation Artifice*
    Death Death
    Earth Nature
    Fire Light
    Glory Nobility*
    Healing Life
    Knowledge Knowledge
    Liberation Travel*
    Magic Arcana
    Plant Nature
    Protection Community*
    Repose Death
    Rune Arcana
    Strength War
    Sun Light
    Trickery Trickery
    War War
    Water Tempest
    Weather Tempest
    *Updated domains, presented here.

    Skipped domains
    Chaos, Good, Evil, Law – because whole 5e is less devoted to alignments, and deities aren’t now Evil or Good just because. Good trickery or war, Evil light or life – anything is possible.
    Scalykind – there’s no very “scalykindy” spells in 5e, nor character options except Dragonborn.


    Updated domains

    Spoiler: Artifice domain
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    Artifice

    Domain spells

    1st Identify , Unseen servant
    3rd Arcane lock, Heat metal
    5th Create food and water, Major image
    7th Fabricate, Stone shape
    9th Animate objects, Creation

    CHANNEL DIVINITY: ANIMATE GEAR
    You can share your battle spirit with your combat equipment, which gains limited semblance of life and purpose – your weapons strike harder, shield blocks enemy attacks by itself. For 1 minute, your AC increases by +1 if you wear an armor, and additional +1 if you use a shield. Your weapon attacks also deal +2 damage.

    MASTER OF CRAFTS
    At 1st level, you become proficient with two types of artisan tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen tools.

    CHANNEL DIVINITY: WORKER’S CHANT
    At 2nd level, you can bless others with your artisan skills. Choose number of creatures up to your Cleric level, which gain one of your tool proficiencies until their next short rest. You need to provide adequate tools for them and they must be physically capable to use them.

    SIGNATURE WORK
    At 6th level, you gain one attunement slot that you can use only for magic items you have crafted yourself.

    DIVINE STRIKE
    At 8th level, once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the weapon type to the target. When you reach 14th level, the extra damage increases to 2d8.

    MASTER OF CONSTRUCTS
    At 17th, you gain the ability to turn constructs, identically to Turn undead feature, along with ability to destroy them, as with Destroy undead feature.


    Spoiler: Charm domain
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    Charm
    Domain spells
    1st Charm person, Command
    3rd Enthrall, Suggestion
    5th Hypnotic pattern, Tongues
    7th Compulsion, Dominate beast
    9th Dominate person, Geas

    CHANNEL DIVINITY: IRRESISTIBLE CHARM
    When you cast an enchantment spell, you can use your bonus action on this turn to impose disadvantage on that spell’s initial saving throw.

    BONUS PROFICIENCIES
    When you choose this domain at 1st level, you become proficient with Deception and Persuasion skill.

    SILVER-TONGUED
    At 2nd level, choose one proficiency from Deception and Persuasion. Your proficiency bonus for chosen one is doubled.

    CHANNEL DIVINITY: MOMENT OF HESITATION
    Starting at the 6th level, you can invoke your deity’s providence to cover yourself with an illusion that causes your foes to hold their attacks against you. As a reaction to being targeted with an melee attack, you force Charisma saving throw at your spell save DC on an enemy attacking you in melee. On failure, attack deal minimal possible damage and no subsequent attacks on this turn (granted by Multiattack or similar features) are made. If you want to use this feature, you must declare it before enemy’s first attack roll.

    POTENT SPELLCASTING
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    WILL BREAKER
    Starting at 17th level, recovery saves against your enchantment spells have disadvantage.


    Spoiler: Community domain
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    Community
    Domain spells
    1st Comprehend languages, Protection from evil and good
    3rd Warding bond, Calm emotions
    5th Protection from energy, Tongues
    7th Death ward, Locate creature
    9th Circle of power, Mass cure wounds

    CHANNEL DIVINITY: PRAYER OF PROTECTION
    As a bonus action you can give number of temporary HP, up to your Cleric level + your Wisdom modifier, to the willing creature you touch.

    COMMUNITY BOND
    When you choose this domain at 1st level, you become able to choose number of creatures up to your Wisdom modifier as your commune. As long as they are in 1 mile radius from you, you can sense when they are receiving damage or are targeted by harmful effect. You can break your bond with them at any time, and establishing new bond with them or other creatures requires long rest spent within their presence.

    SHARED DEFENCES
    Starting at 2nd level, creatures in 10ft radius from you gain proficiency in saves that you are proficient with for as long as they stay in that radius.

    CHANNEL DIVINITY: IMBUE WITH SPELL
    Beginning at 6th level, you can give part of your spellcasting powers to others. When you cast a spell, instead of the spell normal effect you can touch another willing creature, which becomes capable to cast this spell once at level you cast it. Spell must have the range of touch and casting time no longer than 1 action. Target creature must provide required components and maintains concentration as spell calls it. Releasing the spell requires target’s action (or bonus action, or reaction – accordingly to spell description). Spell is lost, if imbued creature takes short or long rest. Spell you have given this way is by no means considered known, prepared etc. by imbued creature.

    POTENT SPELLCASTING
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    MUTUAL RECOVERY
    At 17th level, when you cast a spell restoring HP, you regain number of spell slots, which summarized level must be equal to number of creatures healed (not counting you). Spell slots regained this way can’t exceed your normal number of spell slots.


    Spoiler: Drakness domain
    Show

    Darkness
    Domain spells
    1st Dissonant whispers, Sleep
    3rd Darkness, Darkvision
    5th Fear, Nondetection
    7th Confusion, Evard’s black tentacles
    9th Dream, Seeming

    CHANNEL DIVINITY: GRIM SHROUD
    As a bonus action you wrap shadows around you for 1 minute. Those shadows increase obscurement (from none to light and from light to heavy) of your surroundings in 10ft radius from you.

    EYES OF TWILLIGHT
    At 1st level, you gain darkvision in range of 60ft, or increase your racial darkvision range by half.

    NIGHTCRAWLER
    When you choose this domain at 1st level, you become able to extinguish one nonmagical light source you can see in 100ft from you as a bonus action. You can use this feature number of times equal your WISDOM modifier and regain ability to do so at long rest.

    CREEPING DOOM
    Beginning at 6th level, saving throws against your spells are made with disadvantage if the target can’t see you.

    POTENT SPELLCASTING
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    CHANNEL DIVINITY: FEAR OF THE DARK
    At 17th level, shadows that were your cover become also your weapon, chasing and pestering your enemies. Whenever you’re at least lightly obscured, you can use your bonus action to frighten all enemies that are in 60ft radius from you. Effect lasts until you are no longer at least lightly obscured.

    EYES OF MIDNIGHT
    At 17th level, your darkvision is no longer limited by distance.


    Spoiler: Destruction domain
    Show

    Destruction
    Domain spells
    1st Hex, Inflict wounds
    3rd Knock, Shatter
    5th Dispel magic, Hunger of Hadar
    7th Banishment, Blight
    9th Destructive wave, Transmute rock

    BONUS PROFICIENCIES
    When you choose Destruction domain at 1st level, you become proficient with all martial weapons and heavy armor.

    CHANNEL DIVINITY: DEBILITATION
    As an action, you can negate one of target’s resistances until the end of your next turn.

    DEVASTATING CRITICAL
    Starting at 2nd level, your attacks bear disintegrating resonance of negative energy. Your critical hits with melee weapon attacks reduce target’s AC by 1. Penalty is cumulative, but is removed when target finishes long rest.

    CHANNEL DIVINITY IMPROVEMENT
    Beginning at 6th level, you can choose to impose vulnerability to force damage on target as an action, instead of normal effect of your Channel Divinity. This effect lasts until the end of your next turn. You can’t use this feature against creatures already resistant or immune to force damage.

    DIVINE STRIKE
    At 8th level, 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    AURA OF DECAY
    When you reach 17th level, you are an avatar of un-being. All damage received (except by you) in 20ft radius form you increase by additional 1k10. If attack or effect deals damage of more than one type, use the type of highest damage.


    Spoiler: Luck domain
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    Luck
    Domain spells
    1st Bless, Bane
    3rd Enhance ability, Find traps
    5th Bestow curse, Remove curse
    7th Locate creature, Divination
    9th Mislead, Seeming

    BONUS PROFICIENCIES
    Clerics of Luck become proficient with 2 gaming sets of their choice at 1st level.

    CHANNEL DIVINITY: FORTUNE'S SMILE
    Reroll one your attack roll, saving throw or ability check that scored no higher than your Wisdom modifier.

    CHANNEL DIVINITY IMPROVEMENT
    Starting at 2nd level, you can force reroll on your enemy's successful attack roll, saving throw or ability check.

    THREE TIMES THE CHARM
    At 6th level, you gain cumulative +1 to attack rolls against creature for every missed attack against it. Bonus is lost when you hit at last on when you attack another creature.

    DIVINE STRIKE
    At 8th level, 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 damage of the weapon type to the target. When you reach 14th level, the extra damage increases to 2d8.

    FORTUNE'S FAVORITE
    Beginning at 17th level, you gain bonus +1 to all saving throws.


    Spoiler: Madness domain
    Show

    Madness
    Domain spells
    1st Dissonant whispers, Tasha’s hideous laughter
    3rd Phantasmal force, Crown of madness
    5th Blink, Hypnotic pattern
    7th Hallucinatory terrain, Confusion
    9th Modify memory, Seeming

    CHANNEL DIVINITY: MADMAN'S LOGIC
    When you fail mental (Intelligence, Wisdom or Charisma) saving throw, you can take any number of psychic damage and add that much to your roll.

    THOUGHT REAP
    Beginning at 2nd level, when creature fails on Intelligence or Wisdom save against your spell, you can decide to deal 1k6 psychic damage per that spell’s level to it.

    MENTAL REFUGE
    At 6th level, you become resistant to psychic damage, including those inflicted by your Madman’s logic feature.

    DIVINE STRIKE
    At 8th level, 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    CHANNEL DIVINITY: MIND CORRUPTION
    Starting at 17th level, you become able to twist thoughts of others. When creature targeted by this feature casts the spell, it must make a Constitution saving throw (as for concentration). On failed roll, spell fizzles and spell slot is wasted. Effect lasts until target succeeds on that save when casting another spell.


    Spoiler: Nobility domain
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    Nobility
    Domain spells
    1st Command, Compelled duel
    3rd Zone of truth, Detect thoughts
    5th Beacon of hope, Crusader’s mantle
    7th Aura of purity, Guardian of faith
    9th Geas, Hallow

    BONUS PROFICIENCIES
    All clerics of Nobility are proficient with martial weapons.

    CHANNEL DIVINITY: GLORIOUS WARD
    You gain resistance to nonmagical weapon damage for 1 min.

    CHANNEL DIVINITY: DIVINE ORDER
    Starting at 2nd level, you can use your Channel Divinity to allow target creature to immediately take one action outside it's turn. No reaction is needed from target.

    INSPIRING PRESENCE
    Beginning at 6th level, allies in 20ft radius from you have advantage on saving throws against being charmed, frightened and stunned.

    DIVINE STRIKE
    At 8th level, 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    DIVINE AWARENESS
    When you reach 17th level, you know when you hear a lie.


    Spoiler: Travel domain
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    Travel
    Domain spells
    1st Longstrider, Purify food and drink
    3rd Pass without trace, Locate animals or plants
    5th Phantom steed, Speak with plants
    7th Freedom of movement, Dimension door
    9th Teleportation circle, Commune with nature

    CHANNEL DIVINITY: PILGRIM'S BLESSING
    Cancel one chosen effect of exhaustion levels affecting one living creature you touch. This exhaustion level still counts against the limit. Chosen effect is ignored until target finishes a long rest.

    GLOBETROTTER
    At 1st level, you get all vehicles proficiencies and gain +10ft of base walking speed.

    WANDERER'S INSTINCT
    Beginning at 2nd level, you can always unerringly point world's cardinal directions.

    STRONG STEP
    Starting at 2nd level, difficult terrain doesn't affect your speed anymore.

    NIMBLE PASS
    Beginning at 6th level, leaving enemy’s reach don't provoke opportunity attacks from him, if you haven't started your turn in his reach.

    CHANNEL DIVINITY IMPROVEMENT
    Starting at 6th level, you can cancel two effects of exhaustion instead of one using your Channel Divinity once.

    POTENT SPELLCASTING
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    TIRELESS
    When you reach 8th level, your march is never considered forced.

    FAULTLESS TELEPORTATION
    Starting at 17th level, teleport mishaps never occur to you and other creatures teleporting with you.

    CHANNEL DIVINITY IMPROVEMENT
    Starting at 17th level, single use of your Channel Divinity can cure (instead of just cancel effect of) up to 3 exhaustion levels of single creature.
    Last edited by WrittenInBlood; 2016-08-25 at 02:49 AM. Reason: Revision

  2. - Top - End - #2
    Dwarf in the Playground
     
    DruidGirl

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    Default Re: 3.5 SRD cleric domains overhaul

    Thank you for your hard work in this, I shall be looking over it and use it as I see fit, it should prove very useful as I'm translating deities into 5e use
    Spoiler: Mes
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    Titan in the Playground
     
    Inevitability's Avatar

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    Default Re: 3.5 SRD cleric domains overhaul

    Great work!

    Minor nitpick though: you spelled 'darkness' in the spell section of the darkness domain wrong.
    Creator of the LA-assignment thread.

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    Dwarf in the Playground
     
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    Default Re: 3.5 SRD cleric domains overhaul

    Thanks, corrected.

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    Dwarf in the Playground
     
    WrittenInBlood's Avatar

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    Default Re: 3.5 SRD cleric domains overhaul

    Brew revised and updated. Hope you'll like it even more
    Bloody Brewery (D&D 5e): Elements monk as partial caster // 3.5 SRD Cleric domains overhaul // Bardic Music - Invocations-like songs // Chromatic Orb - retro style // Assassin features replace // Character sheet // Human alternative (5 subraces) // Way of Peace - monk subclass

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