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  1. - Top - End - #1
    Ogre in the Playground
     
    NinjaGuy

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    Jul 2013

    Default Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    Wandering Domain


    With texts describing a traveling caretaker from beyond the stars, Wandering clerics are agents of serendipity who fight to maintain a balance where life can endure the indifference of chaos. Many Runeterrans ponder their extraordinary nature, yet they all agree that the vagabonds are drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit chimes, it is impossible to mistake their actions as malevolent, as they always serves the greater good... in their own odd way

    Wandering Domain Spells
    Cleric Level Spells
    1st Color Spray, Cure Wounds
    3rd Spiritual Weapon, Expeditious Retreat
    5th Create Food/Water, Glyph Of Warding
    7th Grasping Vine, Freedom of Movement
    9th Passwall, Wrath of Nature


    Ancient Chimes
    When you choose this domain at 1st level, you gain the Toll the Dead cantrip if you don't already know it. For you, it deals radiant damage instead of necrotic damage.

    Caretaker's Shrine
    Also at 1st level, when you cast a spell of 1st level or higher that restores hit points to a creature, you can use choose to target an unoccupied 5-foot cube you can see within 60 feet of you instead. You cause a tiny glowing shrine to shimmer into existence on the ground holding that healing energy. Whenever you or an allied creature moves into the shrine's space for the first time this turn or starts its turn there, the shrine vanishes and restores the hit points to that creature, and their speed increases by 10 ft this turn. Shines last for 1 minute, and you can't have more than 3 shrines active at one time. If a shrine lasts for 2 rounds, you add your proficiency bonus to the amount of hit points restored.

    Channel Divinity: Cosmic Binding
    Starting at 2nd level, as an action, you can toss a bola made of energy in a line that is 1 foot wide and 30 feet long which passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature is restrained until the beginning of your next turn and takes radiant damage equal to 2d8 plus your cleric level. On a successful save, a creature takes half damage and suffers no other conditions.

    Channel Divinity: Enter the Unknown
    Beginning at 6th level, you can present your holy symbol to make a passage appear on a surface (such as a wall ceiling or a floor) that is up to 5 feet wide, 8 feet tall, and 20 feet deep, which lasts for a single round. The passage creates no instability in a structure surrounding it, can only be used to enter the new area, and any creatures or objects still in the passage created by the spell when the effect ends are safely ejected to an unoccupied space nearest to the surface on which you use this feature.

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

    Tempered Fate
    Starting at 17th level, you can throw a mote of cosmic energy to a point you choose within 120 feet, which creates a 20 ft radius sphere for 1 round. The energy spreads around corners. Each creature within the area but within 5 ft of the edge of that sphere must make a Dexterity saving throw. On a failed save, a creature is restrained and completely immune to damage and conditions until the beginning of your next turn (creatures can choose to fail their save, and creatures within 5ft of the mote automatically fail). On a successful save, a creatures suffers no conditions.



    Please tell me what you think!
    Last edited by Vogie; 2019-04-29 at 09:40 AM.
    Always looking for critique of my 5E homebrew!

    Friday Night DM for the Natural21s on Twitch on JennyBear, VOD on Youtube


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  2. - Top - End - #2
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    I think this looks pretty good, though the level one feature is a bit lacklustre and the level 2 channel divinity could use some work.

    First off, creating a shrine is really only useful with a very small subset of healing spells: Spells that a) only heal one target and b) have a range of touch. The only spell off the top of my head that meets those parameters is Cure Wounds. Apart from this spell, there's basically no reason to use a shrine, since the minute duration doesn't really let you prepare far enough in advance for it to be useful, and if you use a shrine with a multitarget healing spell you lose a *lot* of oomph. I'd suggest you come up with some other functions for a shrine (slowing down enemies, perhaps), or replace this feature with something else.

    Now, on to the channel divinity.
    Quote Originally Posted by Vogie View Post
    Channel Divinity: Cosmic Binding
    Starting at 2nd level, as an action, as an action,
    Apart from the typo highlighted above, this looks like a good channel divinity. At second level. Unlike the similar channel divinity of the light domain cleric however, this one doesn't scale at all as you level up, so what's quite an appealing option at level 2 will eventually become relatively lacklustre. I might change the damage so that it somehow scales as you level up.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Blackbando's Avatar

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    Default Re: Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    Quote Originally Posted by Potato_Priest View Post
    Apart from the typo highlighted above, this looks like a good channel divinity. At second level. Unlike the similar channel divinity of the light domain cleric however, this one doesn't scale at all as you level up, so what's quite an appealing option at level 2 will eventually become relatively lacklustre. I might change the damage so that it somehow scales as you level up.
    Could handle it like the Light domain, and just make it the current damage + cleric level.

    As for the shrines, I think they'd be fine if they weren't limited to Wisdom modifier uses per long rest - I don't see a real reason to restrict the uses on a feature like that.
    Check out my homebrew blog, Bando's Homebrew!

  4. - Top - End - #4
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    Quote Originally Posted by Potato_Priest View Post
    I think this looks pretty good, though the level one feature is a bit lacklustre and the level 2 channel divinity could use some work.

    First off, creating a shrine is really only useful with a very small subset of healing spells: Spells that a) only heal one target and b) have a range of touch. The only spell off the top of my head that meets those parameters is Cure Wounds. Apart from this spell, there's basically no reason to use a shrine, since the minute duration doesn't really let you prepare far enough in advance for it to be useful, and if you use a shrine with a multitarget healing spell you lose a *lot* of oomph. I'd suggest you come up with some other functions for a shrine (slowing down enemies, perhaps), or replace this feature with something else.
    It doesn't say anything about a range of touch, just "when you cast a spell of 1st level or higher that restores hit points to a creature". That allows you to either use the bonus action Healing Word, or the action Cure Wounds, and, later, Heal. The core of the ability is that you can pre-cast healing spells before they're needed, or in places that they may be needed in the future (allowing them to avoid line of sight issues). I've added a small MS boost, and the ability for the shrine to 'grow' to include a buff equal to the proficiency bonus to the number of hit points returned. I've also made it a range of 60 ft, to match heal & healing word, and removed the Wis/LR limiter.

    I used Blackbando's idea to make the Cosmic Binding scale with cleric level.

    Thanks all!
    Always looking for critique of my 5E homebrew!

    Friday Night DM for the Natural21s on Twitch on JennyBear, VOD on Youtube


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  5. - Top - End - #5
    Dwarf in the Playground
     
    HalflingRangerGuy

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    Default Re: Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    Quote Originally Posted by Vogie View Post
    Tempered Fate
    Starting at 17th level, you can throw a mote of cosmic energy to a point you choose within 120 feet, which creates a 30 ft radius sphere for 1 round. The energy spreads around corners. Each creature near the outer edge of that sphere must make a Dexterity saving throw. On a failed save, a creature is restrained and completely immune to damage and conditions until the beginning of your next turn (creatures can choose to fail their save, and creatures within 5ft of the mote automatically fail). On a successful save, a creatures suffers no conditions.
    What does "near the outer edge of the sphere" mean? Do you fail auto-fail if you are inside the radius?

    Other than that, it's neat and looks fun to play. I particularly like the shrines.

  6. - Top - End - #6
    Ogre in the Playground
     
    NinjaGuy

    Join Date
    Jul 2013

    Default Re: Wandering Domain - A Cleric subclass based on League of Legend's Bard(PEACH)

    Quote Originally Posted by RickAsWritten View Post
    What does "near the outer edge of the sphere" mean? Do you fail auto-fail if you are inside the radius?

    Other than that, it's neat and looks fun to play. I particularly like the shrines.
    That's a good catch - it should be the inner edge of the sphere. That's been updated.

    Yes, the idea is that those in the epicenter autofail, while those at the edge can attempt to dive out of the way:
    (creatures can choose to fail their save, and creatures within 5ft of the mote automatically fail)
    It won't effect those that can BAMF away as a reaction.

    In LoL, the ability can be used either offensively or defensively. You can use TF to:
    • make your allies (or self) immune to damage for a round
    • restrain the enemies for a round for you to maneuver
    • effectively pause a fight in a certain area
    • Disrupt ongoing stuff
    • Lock up mechanisms like Traps or Siege weapons
    Always looking for critique of my 5E homebrew!

    Friday Night DM for the Natural21s on Twitch on JennyBear, VOD on Youtube


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

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