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D&D (2024) How will the 5.5e Core Book & in general deal with MtG settings?


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Amrûnril

Adventurer
As a core class mechanic? Yes. Domains have been relegated to subclass options.

Subclasses are core class mechanics in 5e. Every Cleric chooses a domain at level 1, and it's by far the largest within-class mechanical choice they'll make, influencing spell options, proficiencies and the channel divinity feature, as well as granting unique abilities. If that isn't a core class mechanic, I don't know what is.

To the question of including pantheons in the PHB, I'd lean against it, but I think whether they're there matters less than how they're presented. If the presentations is "Here are some lists of deities worshipped in specific settings. Ask your DM if any any of them apply to your game", then I don't see much of an issue. If it's "These are the gods of the D&D multiverse", that's much more problematic, as it's giving players expectations that will make homebrew worldbuilding an uphill battle for their DMs.
 

Umbran

Mod Squad
Staff member
Supporter
Phyrexians are supposedly deploying something called the Planebreaker which will physically connect all the planes and allow anyone to cross. It's been compared to the World Tree from Norse mythology.

Given that Monte Cook Games has already published a Planebreaker product concerning exactly that...
 

Haplo781

Legend
Subclasses are core class mechanics in 5e. Every Cleric chooses a domain at level 1, and it's by far the largest within-class mechanical choice they'll make, influencing spell options, proficiencies and the channel divinity feature, as well as granting unique abilities. If that isn't a core class mechanic, I don't know what is.

To the question of including pantheons in the PHB, I'd lean against it, but I think whether they're there matters less than how they're presented. If the presentations is "Here are some lists of deities worshipped in specific settings. Ask your DM if any any of them apply to your game", then I don't see much of an issue. If it's "These are the gods of the D&D multiverse", that's much more problematic, as it's giving players expectations that will make homebrew worldbuilding an uphill battle for their DMs.
This is a problematic choice for at least 2 reasons:
1. It precludes doing anything else with subclasses
2. It precludes having more than 1 domain
 

Amrûnril

Adventurer
This is a problematic choice for at least 2 reasons:
1. It precludes doing anything else with subclasses
2. It precludes having more than 1 domain

I don't think doing something else with subclasses would necessarily be impossible. Warlocks' patron/pact boon system essentially lets them choose one subclass from each of two categories. There's no reason Clerics couldn't do the same if the developers thought there was a compelling second category of subclasses.

As for multiple domains, the issue is that we presumably want domains to continue granting mechanical benefits, so having two is only going to be fair if the second comes with equivalent mechanical drawbacks (or if everyone's expected to have two).
 

Haplo781

Legend
I don't think doing something else with subclasses would necessarily be impossible. Warlocks' patron/pact boon system essentially lets them choose one subclass from each of two categories. There's no reason Clerics couldn't do the same if the developers thought there was a compelling second category of subclasses.

As for multiple domains, the issue is that we presumably want domains to continue granting mechanical benefits, so having two is only going to be fair if the second comes with equivalent mechanical drawbacks (or if everyone's expected to have two).
You're thinking in needlessly constrained terms. Suppose, for example, your choice of deity provides access to 3 different domains - but you only get a mechanical benefit from having a domain if you pay an opportunity cost (that isn't all-or-nothing like picking a subclass), such as a feat or an attuned item.
 

Amrûnril

Adventurer
You're thinking in needlessly constrained terms. Suppose, for example, your choice of deity provides access to 3 different domains - but you only get a mechanical benefit from having a domain if you pay an opportunity cost (that isn't all-or-nothing like picking a subclass), such as a feat or an attuned item.

There's nothing in the current framework that would prevent a feat or magic item from granting abilities from an additional domain. I don't think there's a point in codifying domain access, though, until those feats and magic items actually come into play- when it's not doing anything mechanically, I'd rather have it as a freeform backstory/roleplay element.
 

cbwjm

Seb-wejem
As a core class mechanic? Yes. Domains have been relegated to subclass options.
Was reading this and didn't quite understand it, but I do now, you mean something similar to 3e domains?

My ideal cleric would actually be someone that picks a subclass and a domain separately at 1st level with the domain granting spells, and some thematic abilities at later levels. The subclass would be things like war priest, shaman, or mystic which would change how you interact in combat, sort of the difference between divine strike and potent spellcasting.
 

Haplo781

Legend
Was reading this and didn't quite understand it, but I do now, you mean something similar to 3e domains?

My ideal cleric would actually be someone that picks a subclass and a domain separately at 1st level with the domain granting spells, and some thematic abilities at later levels. The subclass would be things like war priest, shaman, or mystic which would change how you interact in combat, sort of the difference between divine strike and potent spellcasting.
Basically yeah
 

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