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D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only
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<blockquote data-quote="Apeiron" data-source="post: 3173744" data-attributes="member: 42532"><p style="text-align: center">D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only</p><p></p><p>Instead of having only Cure/Cause Wounds as the only spontaneous spells, what if a cleric could cast (only) their domain spells spontaneously?</p><p></p><p>Gain - Two spells they can cast spontaneously (instead of one), one from each domain. And those would be the only spontaneous spells they have. In terms of spells per day, they wouldn't get the +1 domain spell, instead they get one additional spell, which they can convert to a domain spell if they please.</p><p></p><p>Loss - Cure X Wounds would be a spontaneous spell for far fewer clerics. Counter: Have most deities offer the Healing Domain.</p><p></p><p>Example from My Setting - A Cleric of Raphael chooses Healing and Sun</p><p></p><p style="text-align: center">From the SRD</p><p></p><p></p><p>Sun Domain</p><p></p><p>Granted powers: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.</p><p></p><p>Sun Level 1:</p><p>* Endure Elements Exist comfortably in hot or cold environments.</p><p>Sun Level 2:</p><p>* Heat Metal Make metal so hot it damages those who touch it.</p><p>Sun Level 3:</p><p>* Searing Light Ray deals 1d8/two levels damage, more against undead.</p><p>Sun Level 4:</p><p>* Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.</p><p>Sun Level 5:</p><p>* Flame Strike Smite foes with divine fire (1d6/level damage).</p><p>Sun Level 6:</p><p>* Fire Seeds Acorns and berries become grenades and bombs.</p><p>Sun Level 7:</p><p>* Sunbeam Beam blinds and deals 4d6 damage.</p><p>Sun Level 8:</p><p>* Sunburst Blinds all within 10 ft., deals 6d6 damage.</p><p>Sun Level 9:</p><p>* Prismatic Sphere As Prismatic Wall, but surrounds on all sides.</p><p></p><p>Spontaneously casting Flame Strike, where do i sign up for that?!</p><p></p><p>Healing Domain</p><p></p><p>Granted powers: You cast healing spells at +1 caster level.</p><p></p><p>Healing Level 1:</p><p>* Cure Light Wounds Cures 1d8 damage +1/level (max +5).</p><p>Healing Level 2:</p><p>* Cure Moderate Wounds Cures 2d8 damage +1/level (max +10).</p><p>Healing Level 3:</p><p>* Cure Serious Wounds Cures 3d8 damage +1/level (max +15).</p><p>Healing Level 4:</p><p>* Cure Critical Wounds Cures 4d8 damage +1/level (max +20).</p><p>Healing Level 5:</p><p>* Cure Light Wounds, Mass Cures 1d8 damage +1/level for many creatures.</p><p>Healing Level 6:</p><p>* Heal Cures 10 points/level of damage, all diseases and mental conditions.</p><p>Healing Level 7:</p><p>* Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).</p><p>Healing Level 8:</p><p>* Cure Critical Wounds, Mass Cures 4d8 damage +1/level for many creatures.</p><p>Healing Level 9:</p><p>* Heal, Mass As Heal, but with several subjects.</p><p></p><p>With a few adjustments to the availability of healing and damage this could be a very flavorful modification. If a player or DM whines about the lack of healing there are a many ways to fix that.</p><p></p><p>- Make the encounters a little less damaging, drop the CR by a point, one less hit die on that ogre or one less kobold in the pack.</p><p></p><p>- Bump up the rewards for combat (gold, xp, treasure etc.)</p><p></p><p>- Make scrolls, potions and wand of healing more available</p><p></p><p>- Tell them to suck it up, combat is DANGEROUS, adventuring is DANGEROUS, if it was easy everyone would do it and it would be a job, not Heroism. Grab a bow, learn magic missile. Set a trap or ambush. Use stealth. Maybe even try negotiation.</p><p></p><p>- Have fewer battles, what is this, Diablo?</p><p></p><p>- Bards, Paladins and Rangers can heal, suggest having one around. </p><p></p><p>- Put the Healing Skill to better use: on Successful Heal Check, target gains Character Level in HP. They may attempt this check once per target per day. It would be much like resting twice.</p><p></p><p><em>Share your thoughts before i inflict this on my players.</em></p></blockquote><p></p>
[QUOTE="Apeiron, post: 3173744, member: 42532"] [CENTER]D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only[/CENTER] Instead of having only Cure/Cause Wounds as the only spontaneous spells, what if a cleric could cast (only) their domain spells spontaneously? Gain - Two spells they can cast spontaneously (instead of one), one from each domain. And those would be the only spontaneous spells they have. In terms of spells per day, they wouldn't get the +1 domain spell, instead they get one additional spell, which they can convert to a domain spell if they please. Loss - Cure X Wounds would be a spontaneous spell for far fewer clerics. Counter: Have most deities offer the Healing Domain. Example from My Setting - A Cleric of Raphael chooses Healing and Sun [CENTER]From the SRD[/CENTER] Sun Domain Granted powers: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Sun Level 1: * Endure Elements Exist comfortably in hot or cold environments. Sun Level 2: * Heat Metal Make metal so hot it damages those who touch it. Sun Level 3: * Searing Light Ray deals 1d8/two levels damage, more against undead. Sun Level 4: * Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold. Sun Level 5: * Flame Strike Smite foes with divine fire (1d6/level damage). Sun Level 6: * Fire Seeds Acorns and berries become grenades and bombs. Sun Level 7: * Sunbeam Beam blinds and deals 4d6 damage. Sun Level 8: * Sunburst Blinds all within 10 ft., deals 6d6 damage. Sun Level 9: * Prismatic Sphere As Prismatic Wall, but surrounds on all sides. Spontaneously casting Flame Strike, where do i sign up for that?! Healing Domain Granted powers: You cast healing spells at +1 caster level. Healing Level 1: * Cure Light Wounds Cures 1d8 damage +1/level (max +5). Healing Level 2: * Cure Moderate Wounds Cures 2d8 damage +1/level (max +10). Healing Level 3: * Cure Serious Wounds Cures 3d8 damage +1/level (max +15). Healing Level 4: * Cure Critical Wounds Cures 4d8 damage +1/level (max +20). Healing Level 5: * Cure Light Wounds, Mass Cures 1d8 damage +1/level for many creatures. Healing Level 6: * Heal Cures 10 points/level of damage, all diseases and mental conditions. Healing Level 7: * Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Healing Level 8: * Cure Critical Wounds, Mass Cures 4d8 damage +1/level for many creatures. Healing Level 9: * Heal, Mass As Heal, but with several subjects. With a few adjustments to the availability of healing and damage this could be a very flavorful modification. If a player or DM whines about the lack of healing there are a many ways to fix that. - Make the encounters a little less damaging, drop the CR by a point, one less hit die on that ogre or one less kobold in the pack. - Bump up the rewards for combat (gold, xp, treasure etc.) - Make scrolls, potions and wand of healing more available - Tell them to suck it up, combat is DANGEROUS, adventuring is DANGEROUS, if it was easy everyone would do it and it would be a job, not Heroism. Grab a bow, learn magic missile. Set a trap or ambush. Use stealth. Maybe even try negotiation. - Have fewer battles, what is this, Diablo? - Bards, Paladins and Rangers can heal, suggest having one around. - Put the Healing Skill to better use: on Successful Heal Check, target gains Character Level in HP. They may attempt this check once per target per day. It would be much like resting twice. [I]Share your thoughts before i inflict this on my players.[/I] [/QUOTE]
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D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only
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