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Cleric Domains for 5th Edition Dungeons & Dragons (Part 3 of 3)

These are the last of my 5th Edition D&D Cleric Domains.  I hope that you can modify and use them in your own campaigns.  You can find videos for everyone one of my homebrewed domains at the following link.  Also PDF links are listed for each Domain.  Have a good one.



Cleric Animals Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Animal Friendship
Speak with Animals
3rd
Animal Messenger
Locate Animals or Plants (Animals only)
5th
Beast Sense
Conjure Animals
7th
Dominate Beast
Locate Creature
9th
Awaken (Animals only)
Hold Monster


1stLevel – You gain a proficiency with Animal Handling and Stealth. When you are riding an animal or trying to calm it down you have advantage.

2ndLevel – Channel Divinity: Charm Animals. This is the same as the Nature Domain ability but you can only use it with animals and not plants).

6thLevel – Scent. You can use your heightened sense of smell on Perception and Survival skill checks. When you do so you gain advantage.

8thLevel – Natural Attacks. You can either gain a bite or claw attack. If you choose bite you have retractable sharp teeth that come out when you need them. If you choose claws they are also retractable. These natural weapons deal 1D10 piercing or slashing damage. At 14th level they deal 2D10 damage instead.

17thLevel – Beast Am I. You can change into a non-flying creature of challenge rating 3 or lower. This is similar to the Wizard Transmutation ability called Shapechanger.



Cleric Charm Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Charm Person
Command
3rd
Enthrall
Suggestion
5th
Calm Emotions
Compulsion
7th
Confusion
Dominate Beast
9th
Dominate Person
Geas


1stLevel – Bonus Cantrip. You gain the Friends cantrip.

1stLevel – You gain proficiency with Deception and Persuasion.

2ndLevel – Channel Divinity: Remove Enchantment. Lay your hands on a creature that has an Enchantment spell or spell-like ability on it, and the creature gains advantage on another saving throw to break free of its effects.

6thLevel – Moth to the Flame. Once per Long Rest you can give a creature that is the target of one of your Enchantment spells disadvantage on the saving throw to resist it.

8thLevel – Drenched with Guilt. Once per Long Rest when a creature injures you with an attack and they fail a Wisdom saving throw they are filled with a horrible sense of guilt for hurting you. At 14thlevel this ability can be used twice per Long Rest.

17thLevel – Charming to the Last. The durations of your Enchantment spells are increased. The duration increases by your Cleric level. The unit that it increases depends on the spell's description. If it lists rounds then that is the unit that you would use, and the same goes if it lists days, hours, weeks, minutes, etc. For example Geas' description mentions a duration of 30 days, so if you were a 17thlevel Cleric when you cast that spell it would last for 47 days instead.



Cleric Crafts Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Identify
Unseen Servant
3rd
Heat Metal
Locate Object
5th
Nondetection
Protection from Elements
7th
Leomund's Secret Chest
Stoneshape
9th
Animate Objects
Creation


1stLevel – Blessings of the Maker. Mending Cantrip and proficiency with Artisan's Tools.

1stLevel – You are proficient with Martial Weapons and Heavy Armor.

2ndLevel – Channel Divinity: Weapon Hurling. Mauls & Warhammers can be used as a range weapon. Their range is 20/60. Light Hammers can be thrown for twice the distance listed in the PHB.

6thLevel – Summon Weapon or Tools. You can summon a Light Hammer, or Maul, or Warhammer, or a set of Artisan's Tools from the plane of your deity. You can do this a number of times per day equal to your Wisdom modifier or at least once per day. This is a finely crafted “masterwork” item that will last until you stop using it and then it will fade and return to its plane of origin.

8thLevel – Soulforged Item. You can put a bit of yourself into an item that you craft to give it certain powers that you and only you can benefit from. Normally this is done by mixing a bit of your blood in the process of making the item thereby making it forever yours. The normal rules apply for crafting an item during downtime. Permanently reduce a stat by 1 point to give a set of Artisan's Tools advantage on all rolls with them. If you permanently reduce a stat by 2 points you can craft armor or a weapon that have a +1 bonus and anyone else that touches that item will be the target of a Bestow Curse spell as if you cast it. At 14th level crafted Artisan's Tools no longer require a stat sacrifice to gain advantage with them. For Armor and Weapons you give them a +2 bonus for only 1 sacrificed point of a stat.

17thLevel – Obey Thy Master. You are immune to cursed aspects of an item and you can gain whatever normal or magical beneficial ability that they posses without any risk of harm or injury. The item still possesses its curse but it will never affect you. Any intelligent items also pose no threat to use them as you bend them to your indomitable will.


 
Cleric Darkness Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Darkvision (2nd Level spell)
Sleep
3rd
Blindness / Deafness
Darkness
5th
Blinding Smite*
Fear
7th
Confusion
Locate Creature
9th
Dispel Evil & Good
Evard's Black Tentacles

*No light in the spell's description, Radiant = Necrotic, Their eyes turn black.


1stLevel – Bonus Cantrip. Eldritch Blast.

1stLevel – You gain a proficiency with Perception and Stealth.

2ndLevel – Channel Divinity: Snuff Out the Light. You can extinguish one light source per Cleric level. If the light source is magical you roll 1D20 and either the GM or if it is a player character's light source the player then rolls a 2nd D20. If you roll higher the light source goes out, and if they roll higher the light source remains lit. If there is a tie, the tie goes to the light source staying lit. In other words light has a slight edge.

6thLevel – Channel Divinity: Darkness. You can cast the Darkness spell or the Darkvision spell without using up a Spell Slot. The duration of this ability is 1 minute.

8thLevel – Divine Strike but Radiant gets changed to Necrotic Damage.

17thLevel – Creature of Darkness. This is the same as the Wizard Transmutation Shapechanger ability found on page 119 but you can only turn into nocturnal creatures of challenge rating 3 or lower.



Cleric Destruction Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Thunderous Smite
Wrathful Smite
3rd
Branding Smite
Knock
5th
Blinding Smite
Vampiric Touch
7th
Giant Insect
Staggering Smite
9th
Destructive Smite
Insect Plague


1stLevel – Bonus Cantrip. You gain the Acid Splash cantrip.

1stLevel – You gain a proficiency with all martial weapons.

2ndLevel – Channel Divinity: Smite of Doom. When you successfully hit with a smite it deals maximum damage. This lasts for 1 minute.

6thLevel – Channel Divinity: Make it Hurt. When you successfully hit with a melee attack it deals maximum damage. This lasts for 1 minute.

8thLevel – Divine Strike, the same as the Life Domain.

17thLevel – Drink My Pain. Whenever you take damage from any source you can funnel that pain to any target within 60 feet of you. If they fail a Constitution saving throw they take an equal amount of damage. If they make a successful saving throw they only take half of that damage.




Cleric Fate Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Detect Evil & Good
Detect Poison & Disease
3rd
Augury
Zone of Truth
5th
Clairvoyance
Tongues
7th
Divination
Locate Creature
9th
Commune
Legend Lore


1stLevel – Bonus Cantrip. Guidance.

1stLevel – You gain a proficiency with one Saving Throw of your choice.

2ndLevel – Channel Divinity: Change Fate. Choose a creature within 30 feet of you that just rolled a D20. That creature if it fails an intelligence saving throw must re-roll it and take the next roll's result. If the target is wiling no saving throw is needed.

6thLevel – Channel Divinity: Nudge Fate. Roll 1D6 and add or subtract the result to or from any dice roll. This could be added to damage, or to an attack, or to a saving throw, etc.

8thLevel – Avert Tragedy. Once per Long Rest you can make a successful attack miss. Note that making a critical damage result miss would be more beneficial than making a normal hit miss. At 14thlevel you can have a spell or attack miss once per Long Rest.

17thLevel – Hand of Fate. You can change any die roll into the highest or lowest possible result. You can do this a number of times per day equal to your Wisdom Bonus.





Cleric Plants Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Entangle
Goodberry
3rd
Barkskin
Locate Animals or Plants
5th
Plant Growth
Speak with Plants
7th
Blight
Grasping Vine
9th
Awaken (Plants only)
Tree Stride


1stLevel – Bonus Cantrip. You can choose either Thorn Whip or Shillelagh.

1stLevel – You gain a proficiency with Nature & Survival.

2ndLevel – Channel Divinity: Charm Plants. This is the same as the Nature Domain ability but you can only use it with plants and not animals).

6thLevel – Bask in the Sun. If you have access to drinking water and you are out in the sunlight for at least 2 hours you do not need to eat any food that day. Your skin begins to take on a slightly green hue.

8thLevel – Natural Resource. Your body starts to produce plant-like products. This could be fruit, nuts, seeds, edible or smoke-able leaves, edible blossoms or flowers, etc. (this is your choice). You produce an amount of food servings equal to half of your Cleric level rounded down. So for example at 8th level you can feed up to 4 people per day. If you instead choose to produce a trad-able or sell-able resource it will be worth roughly 5 silver pieces per unit. You produce a number of units of these goods at the same rate as the food or half of your Cleric level.

17thLevel – Hidden Flesh. As an action you can begin the process of turning into a tree, bush, hedge, or any other similar plant. Your new form can be up to 3 times taller than your normal form. You half to have touched a plant in the past to be able to turn into it. Also you can move in this form but at only half of your movement rate and it is awkward. 



Cleric Revenge Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Bane
Wrathful Smite
3rd
Hold Person
Zone of Truth
5th
Speak with Dead
Tongues
7th
Locate Creature
Staggering Smite
9th
Bigby's Hand
Hold Monster


1stLevel – Hatred For Thee. Name a unique NPC or creature (not a type of creature). When dealing with that NPC or Creature you gain advantage on all rolls. You can't change the target of this ability unless they die.

1stLevel – I Shall Find You. Pick two of the three skills to gain Proficiency with: Athletics, Intimidation, or Survival.

2ndLevel – Channel Divinity: Vengeance Is Mine. If you or one of your allies were just injured in combat use this ability to target a number of foes equal to your Wisdom modifier. When you hit them you deal maximum damage for 1 minute.

6thLevel – Channel Divinity: You Shalt Not Flee. If you or one of your allies were just injured in combat use this ability to target a number of foes equal to your Wisdom modifier. They get no Dexterity Bonus to their AC, and their movement rate is halved unless they make a Dexterity saving throw.

8thLevel – Dark Hatred. The target of your Hatred For Thee ability suffers disadvantage on all saving throws against your spells & effects.

17thLevel – I Desire Nothing Else. You can take the guise of the target of your Hatred For Thee ability at will (like a Cantrip). This is only an illusionary spell-like effect. Also once per Long Rest you can teleport without error you and 10 other creatures to the location of your Hatred For Thee enemy.



Cleric Stars Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Faerie Fire
Sleep
3rd
Darkvision
Suggestion
5th
Dispel Magic
Remove Curse
7th
Conjure Woodland Beings
Dimension Door
9th
Dream
Reincarnate


1stLevel – Bonus Cantrip. You gain the Light cantrip.

1stLevel – Skills of the Night. You can choose two of the following skills: Arcana, Deception, Insight, or Stealth.

2ndLevel – Channel Divinity: Inspiration of the Stars. If you touch someone during the night they gain advantage on all non-combat skill rolls for 1 minute. They also get 1 Inspiration.

6thLevel – Gain the Ritual Caster Feat from the PHB.

8thLevel – Gain the Keen Mind Feat from the PHB.

17thLevel – Unleash the Fire of the Stars. A number of times per day equal to your Wisdom modifier you can cast the spell Starfire which is found below.

Starfire
5thLevel Evocation
Casting Time: 1 action
Range: 120 feet
Components: S, M (a crystal filled with phosphorescent material that has absorbed the light of the stars)
Duration: 1 minute

You summon forth the flames of the stars and it emanates from your eyes as a ray and it shoots forth to a target of your choice, bathing it and the area around it in colorful flames. The flames will burn on any surface and will catch any surface on fire. The area of effect of the spell is the target creature and a 10 feet radius around them. The spell deals 4D12 damage per round for 1 minute. Items that are normally flammable will continue to burn after the spell's duration.All those in the area of effect will have have to make a Dexterity saving throw to take half damage. The target creature of the spell gets disadvantage on the saving throw the first round.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage increases by 1D12 for each slot above 5thlevel.

Phil aka Felipe1Gojira on YouTube gave me the idea for Starfire.




Cleric Strength Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Compelled Duel
Jump
3rd
Enhance Ability (Strength or Constitution)
Enlarge / Reduce
5th
Haste
Slow
7th
Deathward
Freedom of Movement
9th
Banishing Smite
Bigby's Hand


1stLevel – Athlete Feat from the PHB.

1stLevel – You gain a proficiency with Athletics and with Strength Saving Throws.

2ndLevel – Channel Divinity: Feat of Strength. You can add your Cleric level as a bonus to any dice roll to attempt to lift, push, pull, bend metal, or throw a heavy object. It is up to the GM as to when this ability can be used.

6thLevel – Tavern Brawler Feat from the PHB.

8thLevel – Grappler Feat from the PHB.

17thLevel – Bestow Strength. By touching a creature you can give them your Channel Divinity: Feat of Strength ability. If they don't perform a feat of strength within 1 minute the effect ends. All those touched fall under the same restrictions and limitations of its use as if they were all one character. For example if you can use Channel Divinity 3 times per day and touch 2 other people if you all use that ability then you or they can no longer use that ability until your next Long Rest.



 

Cleric Suffering Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Bane
Inflict Wounds
3rd
Flaming Sphere
Ray of Enfeeblement
5th
Bestow Curse
Vampiric Touch
7th
Blight
Contagion
9th
Commune (Your Pain Needed)
Eyebite (6th level spell)


1stLevel – You gain proficiency with Constitution saving throws.

2ndLevel – Channel Divinity: Pain is a Blessing. Choose a creature and if it fails a Constitution saving throw it is filled with intense pain. They have disadvantage on all rolls for a number of minutes equal to your Cleric level.

6thLevel – My Pain is Your Pain. By intentionally harming yourself with a weapon or a spell a target up to 30 feet away takes the exact same damage in the exact same location. If they make a Constitution saving throw they take half damage.

8thLevel – Link of Dismemberment. The God of Suffering enjoys when his or her servants suffer and it is said that the God enjoys dismemberment and disfigurement above all. Target a humanoid creature (with roughly the same parts as a human) and if it fails a Constitution saving throw both of your bodies become spiritually linked for 1 minute. During that time if you remove or tear out or cut off a body part the exact same thing happens to the linked creature. As long as you can see the target the range doesn't matter. Parts that you remove from yourself (as long as you still possess them) will return or reattach or will go back to their original location after a Long Rest. While you are missing parts you have disadvantage on all rolls from the intense pain. If a character would remove their head... well, they would be dead and the target would make death saving throws. If they fail all of the death saving throws their deceased head would be removed.

17thLevel – Resistant to Pain. When you use the My Pain is Your Pain ability your targets take twice as much damage as you do. When you use the Link of Dismemberment ability your removed parts will return to their original locations (if you still possess them) after a Short Rest. 



 
 
Cleric Trade Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Charm Person
Expeditious Retreat
3rd
Enhance Ability
Suggestion
5th
Calm Emotions
Protection from Energy
7th
Dimension Door
Guardian of Faith
9th
Dominate Person
Teleportation Circle


1stLevel – Bonus Cantrip. You gain the Prestidigitation cantrip.

1stLevel – Skills of the Trade. You can choose two of the following skills: Intimidation, Perception, Persuasion.

2ndLevel – Channel Divinity: Barter. You gain advantage on all skill rolls associated with making a deal or trading or getting yourself out of a “jam.”

6thLevel – Channel Divinity: False Coin. You can summon 1D100 coins of random denominations from your god's plane of existence. These coins last for a number of hours equal to your Cleric level and then they will fade and return to their home plane.

8thLevel – Words Are Greater Than the Sword. Once per Long Rest you can convince a creature not to attack you. You can do this twice at 14th level.

17thLevel – Merchant Extraordinaire. You can spend your Inspiration to get a VERY good deal with a merchant, or to make someone buy more of a product than they actually want or desire.




Cleric Travel Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Expeditious Retreat
Longstrider
3rd
Retreat
Spider Climb
5th
Leomund's Tiny Hut
Waterwalk
7th
Dimension Door
Freedom of Movement
9th
Teleportation Circle
Tree Stride


1stLevel – You gain a proficiency with Athletics & Survival.

2ndLevel – Channel Divinity: Fleet of Foot. Your normal movement rate is doubled for 1 minute.

6thLevel – Benign Transposition. This is the same as the Wizard Conjuration ability found on page 116 of the PHB.

8thLevel – On Your Toes. You gain proficiency with Dexterity Saving Throws, and if you already have that you gain advantage on those saving throws.

17thLevel – Teleport. You can prepare the Teleport spell (which is a level 7 spell) and when you use it you are always “Very Familiar” with your destination via the will of the God of Travel.





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