D&D (2024) Clerics and 2014 Domains (+)

Remathilis

Legend
I'm seeking some clarification on the rules for using 2014 cleric domains with the 2024 cleric. I know there is a sidebar on it, but I'm curious if it addresses this.

In 2024, a cleric is given a choice of either full martial weapons and heavy armor OR a bonus cantrip a bonus on religion checks. This is supposed to replace the feature where cleric domains gave bonus proficiencies at first level. The issue though is that there are a lot of official domains that granted things different than those two elements. For example: the Arcana domain granted two wizard cantrips, the order domain granted heavy armor AND a skill proficiency, and the Nature domain granted a druid cantrip and a skill proficiency. Does the sidebar address what happens in those situations? It seems easy to strip the bonus weapon proficiencies from Tempest or Twilight, but it seems less fun to have the Forge domain no longer grant smith tools. On the other hand, it would stack with Divine Order, which would mean that a character taking the Nature Domain (free druid cantrip and a nature skill) still gets Divine Order and gets a better deal than a tempest cleric (who lost his free weapon and armor prof) which Divine Order replaces.

Anyone got any thoughts on what do in this situation. I don't want any rants about backwards compatibility, but I'm interested in ideas or solutions for squaring this particular circle.
 

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bedir than

Full Moon Storyteller
I'd try for a best fit
Arcana - Wizard cantrip plus bonus on Arcana
Nature - Druid cantrip plus bonus on Nature
Forge - I'd grant them smith's tools whether they chose the martial or religious option
Except, I'm now realizing, the martial v. studious choice is at 1st (or 2nd) level and domain is at 3rd.
So the Domain would be "swap 1 cleric cantrip for 1 Wizard/Druid" etc
 
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I don't think anyone has ever said, "That character is brokenly powerful! He has proficiency in smith's tools!" So that's an easy call: let Forge clerics have that. No one will complain.

The bonuses for Arcana and Nature are a bit stronger, but not overwhelmingly so. I would probably let those stand as well. I don't think anyone ever broke the game with a druid cantrip.
 

Remathilis

Legend
For what it's worth, a quick list of what each domain granted

Arcana: Two wizard cantrips
Death: Martial Weapons, one necromancy cantrip of any class which can target two creatures within 5 ft.
Forge: Heavy Armor and Smtih Tools
Grave: Spare the Dying at 30 ft range (part of circle of mortality)
Knowledge: Two Knowledge (acana, history, nature, religion) skills, "expertise" in those skills
Nature: Heavy Armor, druid cantrip, nature skill (animal handling, nature, survival)
Order: Heavy armor, intimidation/Persuasion
Peace: Insight, Performance, or Persuasion
Tempest Martial Weapons/heavy armor
Twilight: martial weapons/heavy armor
 

Xeviat

Dungeon Mistress, she/her
For what it's worth, a quick list of what each domain granted

Arcana: Two wizard cantrips
Death: Martial Weapons, one necromancy cantrip of any class which can target two creatures within 5 ft.
Forge: Heavy Armor and Smtih Tools
Grave: Spare the Dying at 30 ft range (part of circle of mortality)
Knowledge: Two Knowledge (acana, history, nature, religion) skills, "expertise" in those skills
Nature: Heavy Armor, druid cantrip, nature skill (animal handling, nature, survival)
Order: Heavy armor, intimidation/Persuasion
Peace: Insight, Performance, or Persuasion
Tempest Martial Weapons/heavy armor
Twilight: martial weapons/heavy armor
I'd personally have a special Divine Order option at 1st level that's tied to some of the domains. That way it sort of becomes a mini-domain choice at 1st. Thaumaturge gives +1 Cantrip and add Wis to Arcana and Religion, and Protector gives Martial Weapons and Heavy Armor. So, here's my pitches:

Arcana: One wizard Cantrip and add Wis to Arcana and Religion; future cantrip choices can come from the cleric or wizard list.
Death: Proficiency with Martial Weapons and one necromancy cantrip from any class.
Forge: Heavy Armor and Smith Tools, plus martial hammers (one tool isn't comparable to all martial weapons)
Grave: Thaumaturge
Knowledge: Thaumaturge
Nature: One druid Cantrip and add Wis to Religion and Nature; future cantrip choices can come from the cleric or druid list.
Order: Heavy armor and add Wis to Intimidation and Persuasion
Peace: +1 Cantrip and add Wis to Performance and Persuasion
Tempest: Protector
Twilight: Protector

Personally, I'd like to see Thaumaturge come with Unarmored Defense (Dex+Wis) when wearing no armor, so I can play a robbed cloistered cleric.
 



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