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D&D 5E Wonder why there aren't any Elemental Domains (Earth, Air, Fire, Water)?

Did a lot of kit bashing and research...kinda went with a control of the elements, give or remove resistance type theme.

I plan on adding a benefit for specializing in an element and foregoing its opposite, as opposed to a general elementalist, but here's what I have so far...
 

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I feel like we almost have elemental domains already, but they were made thematic rather than generic.

Tempest feels like an air or water domain.
Light feels like a fire domain.
Forge feels like a fire or earth domain.
Nature feels like an earth or elemental domain.

Someone asked something similar on Reddit, and I was reminded of the 3E Travel domain. I feel like that's actually missing.
 

See title.

I found a few things on GM Binder, but not much.

Willing to create my own, but was perusing the internet for ideas and inspiration.

And now I'm just curious...why no official versions?
A bit late to the thread, but here's my 2cp...

Just looking at the original 5e clerical domains in core books: Knowledge, Nature, War, Light, Life, Death, Storm and Trickery. Short list of fairly wide and flexible concepts each of which can be applied to many deities and religion. Take Storm for instance, apparently a very narrow concept, but which can also be conjugated to mean raw elemental forces, chaos and destruction, seafaring and navigation, weather... So each domain is meant to be versatile and applicable to many deities from different panheons (including those with a RL historical inspiration). At the same time, each deity is supposed to have clerics of different domains, so that you can create religious branches, orders or chastes: think of a deity like Apollo who might have Knowledge clerics (oracles), Life clerics (healers) and Light clerics (contemplatives).

Maybe because of that, and because each domain is not just a bunch of existing spells listed, but also a few special abilities to design, they simply did not flood the edition with lots of clerical domains like it was the case with 3e (which was of course flooded in many other ways...). Whenever they created a new domain (Grave, Forge...), it always feels a bit fuzzy-defined to me, so that you can push it and pull it in different directions. Maybe you could do that with the elements too, but they also seem a bit too dry concepts to me, not to mention that there's already plenty of possible elemental specialization for wizards, sorcerers and druids, and at least to me elemental clerics always feel a bit too alien and goofy, too "theoretical" to be ministers of faith. In fact, "Light" is the official domain that IMHO suffers a bit from the same problem.
 

A bit late to the thread, but here's my 2cp...

Just looking at the original 5e clerical domains in core books: Knowledge, Nature, War, Light, Life, Death, Storm and Trickery. Short list of fairly wide and flexible concepts each of which can be applied to many deities and religion. Take Storm for instance, apparently a very narrow concept, but which can also be conjugated to mean raw elemental forces, chaos and destruction, seafaring and navigation, weather... So each domain is meant to be versatile and applicable to many deities from different panheons (including those with a RL historical inspiration). At the same time, each deity is supposed to have clerics of different domains, so that you can create religious branches, orders or chastes: think of a deity like Apollo who might have Knowledge clerics (oracles), Life clerics (healers) and Light clerics (contemplatives).

Maybe because of that, and because each domain is not just a bunch of existing spells listed, but also a few special abilities to design, they simply did not flood the edition with lots of clerical domains like it was the case with 3e (which was of course flooded in many other ways...). Whenever they created a new domain (Grave, Forge...), it always feels a bit fuzzy-defined to me, so that you can push it and pull it in different directions. Maybe you could do that with the elements too, but they also seem a bit too dry concepts to me, not to mention that there's already plenty of possible elemental specialization for wizards, sorcerers and druids, and at least to me elemental clerics always feel a bit too alien and goofy, too "theoretical" to be ministers of faith. In fact, "Light" is the official domain that IMHO suffers a bit from the same problem.
Thanks for the reply.

What you say seems to be then consensus.

And overall I agree, I'm sure you read my explanation of fire upthread, having many meanings.

I plan on controlling my impulses after reading everyone' great inputs, especially the concepts versus things inputs.

Just needed something to represent my fire fanatics (not druids) and philosophical elenentalists.

Oh, and I need a chaos domain. That should be enough. Maybe Strength...

/grin
 

A bit late to the thread, but here's my 2cp...

Just looking at the original 5e clerical domains in core books: Knowledge, Nature, War, Light, Life, Death, Storm and Trickery. Short list of fairly wide and flexible concepts each of which can be applied to many deities and religion. Take Storm for instance, apparently a very narrow concept, but which can also be conjugated to mean raw elemental forces, chaos and destruction, seafaring and navigation, weather... So each domain is meant to be versatile and applicable to many deities from different panheons (including those with a RL historical inspiration). At the same time, each deity is supposed to have clerics of different domains, so that you can create religious branches, orders or chastes: think of a deity like Apollo who might have Knowledge clerics (oracles), Life clerics (healers) and Light clerics (contemplatives).

Maybe because of that, and because each domain is not just a bunch of existing spells listed, but also a few special abilities to design, they simply did not flood the edition with lots of clerical domains like it was the case with 3e (which was of course flooded in many other ways...). Whenever they created a new domain (Grave, Forge...), it always feels a bit fuzzy-defined to me, so that you can push it and pull it in different directions. Maybe you could do that with the elements too, but they also seem a bit too dry concepts to me, not to mention that there's already plenty of possible elemental specialization for wizards, sorcerers and druids, and at least to me elemental clerics always feel a bit too alien and goofy, too "theoretical" to be ministers of faith. In fact, "Light" is the official domain that IMHO suffers a bit from the same problem.
it'd be nice if clerics could do a little bit more with multiple avenues of customization for those followers of the same god but who specialize in different areas of their domain.

using the apollo example maybe the subclass itself focuses mostly on archery perks as well as a few divination/healing/sun features, but then you also get to pick one of the knowledge, life or light expanded spell lists.
 

Oh, and I need a chaos domain. That should be enough. Maybe Strength...

/grin

The funny thing is that Chaos is of the concepts I do think needs to be represented as one of the fundamental opposites. I think I assigned it to either Tempest or Trickery or both.

Life / Death
Light / Darkness
Order / Chaos
War / Peace
Knowledge / Ignorance?
 

The funny thing is that Chaos is of the concepts I do think needs to be represented as one of the fundamental opposites. I think I assigned it to either Tempest or Trickery or both.

Life / Death
Light / Darkness
Order / Chaos
War / Peace
Knowledge / Ignorance?
secrets seems like an appropriate pairing for the other half of knowledge, concealing and redacting information.
 

it'd be nice if clerics could do a little bit more with multiple avenues of customization for those followers of the same god but who specialize in different areas of their domain.

using the apollo example maybe the subclass itself focuses mostly on archery perks as well as a few divination/healing/sun features, but then you also get to pick one of the knowledge, life or light expanded spell lists.
Take the spells or the abilities from two domains. Interesting.
 


i think i'm basically just re-inventing spheres from what little i know of them, so instead of a fixed expanded spell list for your subclass you get to pick from a list.
Spheres were kinda the same concept, building blocks of spell lists. That way you could say "no darkness list for you, light cleric.".

But there were too many combos, and it grew cumbersome.
 

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