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Thread: 5e-Hellfire Domain-Thoughts?
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2023-09-15, 08:47 PM (ISO 8601)
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- May 2023
5e-Hellfire Domain-Thoughts?
Hellfire Domain
Disciples of the Hellfire Domain have bargained their services to the Archdukes of Hell for horrendous power. In exchange for services rendered, Hellfire Clerics are blessed with fiendish fortitude and the use of Hellfire. Hellfire Clerics make good use of this caustic fire that clings to body and soul.
Hellfire Domain Spells
Cleric Level Spells
1st Burning Hands, Command
3rd Scorching Ray, Darkness
5th Melf’s Minute Meteors, Summon Lesser Demons
7th Wall of Fire, Summon Greater Demon
9th Immolation, Dominate Person
-Hellish Cohort: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When casting this spell you summon an Imp as your familiar.
-Hellfire Infusion: Also at 1st level, you gain the ability to infuse your form and magic with infernal power. You become resistant to fire damage. Additionally, when casting a cantrip or spell that deals fire damage you may convert half of the damage dealt into Necrotic or Acid damage. Any cantrip or spell that deals Radiant damage can be converted entirely into either Necrotic or Acid damage.
-Channel Divinity, Chastise Fiends: Starting at 2nd level, you can use your Channel Divinity to turn Celestial and Infernal outsiders. As an action, you present your holy symbol, and each celestial or infernal creature within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, these creatures are turned for 1 minute.
A turned creature 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 a Celestial or Infernal’s true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Infernal Oculus: Starting at 6th level, one or both of your eyes take on the malevolent power of your fiendish overlord. You gain the ability to see normally in darkness, and magical darkness, to a range of 120ft. Additionally your eye/eyes are constantly under the effect of the Detect Magic spell.
-Unholy Strikes: When you reach 8th level, you are blessed with infernal might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 Necrotic, Acid, or Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Tongue of the Black Speech: At 17th level, you gain the ability to speak a few words of the dark god’s destructive tongue. You gain Disintegrate, Power Word: Pain, Power Word: Stun, and Power Word: Kill as bonus spells. You add them to your list of domain spells, and like other domain spells, they are always prepared and count as Cleric spells for you. Additionally, these spells only require verbal components for you.Last edited by RustyDemiGod; 2023-09-16 at 11:23 PM. Reason: Revision
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2023-09-15, 09:29 PM (ISO 8601)
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Re: 5e-Hellfire Domain-Thoughts?
About to finish break, but this feels a bit overtuned.
Remind me to post more in-depth later.I have a LOT of Homebrew!
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2023-09-15, 11:22 PM (ISO 8601)
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Re: 5e-Hellfire Domain-Thoughts?
Shoot high then trim the fat. Upon several read throughs I think I overdid the Channel Divinity.
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2023-09-16, 05:30 AM (ISO 8601)
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Re: 5e-Hellfire Domain-Thoughts?
Hellfire Domain
Disciples of the Hellfire Domain have bargained their services to the Archdukes of Hell for horrendous power. In exchange for services rendered, Hellfire Clerics are blessed with fiendish fortitude and the use of Hellfire. Hellfire Clerics make good use of this caustic fire that clings to body and soul.
Hellfire Domain Spells
Cleric Level Spells
1st Hellish Rebuke, Command
3rd Scorching Ray, Darkness
5th Fireball, Summon Lesser Demons
7th Wall of Fire, Summon Greater Demon
9th Immolation, Dominate Person
There ae other spells that can play into the theme whilst being less powerful. Things like vitriolic sphere.
-Hellish Cohort: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When casting this spell you summon an Imp as your familiar.
-Hellfire Infusion: Also at 1st level, you gain the ability to infuse your form and magic with infernal power. You become resistant to fire damage. Additionally, when casting a cantrip or spell that deals fire damage you may convert half of the damage dealt into Necrotic or Acid damage. Any cantrip or spell that deals Radiant damage can be converted entirely into either Necrotic or Acid damage.
Hellfire infusion is also a significant addition. Fire damage is common and resistance is very nice to have as a secondary ability. The ability to change damage types is another nice to have, but possibly a bit safer. Doing 3/4 damageraher than half damage against resistant enemies is still not quite as good as using the right tools. Still, I compare this a bit with something like the draconic sorcerer and you seem to be a better fire blaster AND you are a cleric on top with all their spells and armour. Its looking kind of a bit strong at first level.
-Channel Divinity, Chastise Fiends: Starting at 2nd level, you can use your Channel Divinity to turn Celestial outsiders or command Infernal outsiders. As an action, you present your holy symbol, and each celestial or infernal creature within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, Celestial creatures are turned for 1 minute or until it takes damage, and Infernals are forced under your command for 1 minute
A turned Celestial 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 a Celestial or Infernal’s true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Infernal Oculus: Starting at 6th level, one or both of your eyes take on the malevolent power of your fiendish overlord. You gain the ability to see normally in darkness, and magical darkness, to a range of 120ft. Additionally your eye/eyes are constantly under the effect of the Detect Magic spell.
-Unholy Strikes: When you reach 8th level, you are blessed with infernal might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d4 Necrotic and 1d4 Acid damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Form from the Pit: At 17th level, you gain the ability to further empower your magic with the dark powers of the pit. All cantrips and spells affected by your Hellfire Infusion, or Unholy Strikes feature, ignore all resistances and immunities to the damage being dealt by fire, necrotic, or acid. Additionally when damaging an enemy with either of these abilities you may force them to make a Wisdom save, and on a failure inflict one of the following conditions: poisoned, frightened, blinded, or deafened. This effect lasts for 1 minute. Once you use this ability you can not use it again until you finish a short or long rest.
I think there is more to the helsand hellfire than just blasting, and whilst I like a lot of the abilities it seems to be geting a bit much in that one area.
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2023-09-16, 11:15 PM (ISO 8601)
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- May 2023
Re: 5e-Hellfire Domain-Thoughts?
I made some revisions to the original post:
-Replaced Fireball with Melf’s Minute Meteors, and replaced Hellish Rebuke with Burning Hands.
-Revised Channel Divinity for simplicity
-Reworded unholy strikes to bring it more in line with blessed strikes wording.
-Replaced capstone with Tongues of the Black Speech feature.Last edited by RustyDemiGod; 2023-09-16 at 11:23 PM.
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2023-09-17, 07:03 AM (ISO 8601)
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- Mar 2015
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Re: 5e-Hellfire Domain-Thoughts?
Hellfire Domain
Disciples of the Hellfire Domain have bargained their services to the Archdukes of Hell for horrendous power. In exchange for services rendered, Hellfire Clerics are blessed with fiendish fortitude and the use of Hellfire. Hellfire Clerics make good use of this caustic fire that clings to body and soul.
Hellfire Domain Spells
Cleric Level Spells
1st Burning Hands, Command
3rd Scorching Ray, Darkness
5th Melf’s Minute Meteors, Summon Lesser Demons
7th Wall of Fire, Summon Greater Demon
9th Immolation, Dominate Person
-Hellish Cohort: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When casting this spell you summon an Imp as your familiar.
-Hellfire Infusion: Also at 1st level, you gain the ability to infuse your form and magic with infernal power. You become resistant to fire damage. Additionally, when casting a cantrip or spell that deals fire damage you may convert half of the damage dealt into Necrotic or Acid damage. Any cantrip or spell that deals Radiant damage can be converted entirely into either Necrotic or Acid damage.
-Channel Divinity, Chastise Fiends: Starting at 2nd level, you can use your Channel Divinity to turn Celestial and Infernal outsiders. As an action, you present your holy symbol, and each celestial or infernal creature within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, these creatures are turned for 1 minute.
A turned creature 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 a Celestial or Infernal’s true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Infernal Oculus: Starting at 6th level, one or both of your eyes take on the malevolent power of your fiendish overlord. You gain the ability to see normally in darkness, and magical darkness, to a range of 120ft. Additionally your eye/eyes are constantly under the effect of the Detect Magic spell.
-Unholy Strikes: When you reach 8th level, you are blessed with infernal might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 Necrotic, Acid, or Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Tongue of the Black Speech: At 17th level, you gain the ability to speak a few words of the dark god’s destructive tongue. You gain Disintegrate, Power Word: Pain, Power Word: Stun, and Power Word: Kill as bonus spells. You add them to your list of domain spells, and like other domain spells, they are always prepared and count as Cleric spells for you. Additionally, these spells only require verbal components for you.
I think this is looking pretty good and I would allow it at my table. From a player satisfaction perspective I still have a couple of issues. You do want a mix of acive and passive abilities, but I am worried that a lot of the good stuff here is a bit passive. Passive boosts to spells letting you substitute damage, passive vision improvements and some of the active stuff like the CD might not come up on some days. The spells are good at covering this though.
I wonder if the Hellfire infusion could stand to be an activated ability proficiency bonus number of times per day or something? Make it add some damage instead of substituting it? Maybe for each die of fire damage or radiant damage from a spell you get to ad a point of necrotic or acid damage? For a spell doing 3d6 fire damage (burning hands) for example, your expected damage would go from 10.5 to 13.5 - an increase of 29%. As it scales with spell it should stay somewhat relevant. Something like sacred flame at high level could be doing 5d8+5 damage (expected 27.5 damage) which is not terrible whilst also not puting other blaster focussed classes to shame (though arguably thinks like scorching ray where you get to add more damage than classes like the draconic sorcerer would).
Trying to find a balance where the class can do special things and those things feel special whilst at the same time not overshadowing other classes is pretty hard because there are already a good number of other otptions in multiple classes that do blasting and within that have fire damage focus.