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Darkness Domain for Clerics
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<blockquote data-quote="MostlyHarmless42" data-source="post: 6995259" data-attributes="member: 6845520"><p>Overall it's a great idea conceptually. However, it comes with a few issues.</p><p></p><p>First and foremost. The blindsight, while a fitting concept, is WAY too powerful. Rogues get blindsight for 10ft...at level 14. And it's their only ability for that level. You just gave this cleric better at level 1. </p><p></p><p>To say nothing of how that would make everyone want to splash one level of this domain cleric to gain it. A very common thing people do is take two levels of warlock just to get the ability to see in magical darkness for various builds (and bindsight is arguably better than that, and it applies to invisible and concealed enemies as well.</p><p></p><p>My suggestion is to make the 1st level ability grant 60ft darkvision, or 120ft for those races who already have darkvision.</p><p></p><p>I would move move the blindsense to make the 17th level ability, and make it 10ft. The cleric gets it after the rogue in this case, but also gets the damage bonuses you listed for for the shadow ability tacked on. Also, the complete prevention of subsequent saving throws after the first failed one for an ability which so cripples a target seems a tad odd for 5th edition though. Making them have disadvantage on the subsequent saves to escape, or take the damage ever round while bound may be a more typical mechanic.</p><p></p><p>You also should consider going with either cold color necrotic damage for their divine strike. A choice is fine if you wish it, but the only domain that that does that does that is nature, and most of its other abilities are defensive to compensate.</p><p></p><p>For the level 6 ability, I would consider either making a new ability, or perhaps going a weaker version of the 17th. Perhaps give the cleric see in magical darkness at 6th and maybe 2d6 cold and 2d6 necrotic damage once upon the initial binding? Or even the full 4d6 damage if you go the damage every round route for 17th level?</p><p></p><p>Most other "shadowy" builds typically are about seeing through magical darkness as a trick, so it would be fitting to see it here. You could consider that being their first level perk, but then again you'd have a lot of potential splash abuse. </p><p></p><p>Another thing to consider as opposed to weapons or armor for level 1: stealth proficiency. A cleric of darkness should be sneaky! Though one skill proficiency is kind of weak. Maybe give them stealth and deception? Expertise in stealth? Or stealth and a cantrip that fits?</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 6995259, member: 6845520"] Overall it's a great idea conceptually. However, it comes with a few issues. First and foremost. The blindsight, while a fitting concept, is WAY too powerful. Rogues get blindsight for 10ft...at level 14. And it's their only ability for that level. You just gave this cleric better at level 1. To say nothing of how that would make everyone want to splash one level of this domain cleric to gain it. A very common thing people do is take two levels of warlock just to get the ability to see in magical darkness for various builds (and bindsight is arguably better than that, and it applies to invisible and concealed enemies as well. My suggestion is to make the 1st level ability grant 60ft darkvision, or 120ft for those races who already have darkvision. I would move move the blindsense to make the 17th level ability, and make it 10ft. The cleric gets it after the rogue in this case, but also gets the damage bonuses you listed for for the shadow ability tacked on. Also, the complete prevention of subsequent saving throws after the first failed one for an ability which so cripples a target seems a tad odd for 5th edition though. Making them have disadvantage on the subsequent saves to escape, or take the damage ever round while bound may be a more typical mechanic. You also should consider going with either cold color necrotic damage for their divine strike. A choice is fine if you wish it, but the only domain that that does that does that is nature, and most of its other abilities are defensive to compensate. For the level 6 ability, I would consider either making a new ability, or perhaps going a weaker version of the 17th. Perhaps give the cleric see in magical darkness at 6th and maybe 2d6 cold and 2d6 necrotic damage once upon the initial binding? Or even the full 4d6 damage if you go the damage every round route for 17th level? Most other "shadowy" builds typically are about seeing through magical darkness as a trick, so it would be fitting to see it here. You could consider that being their first level perk, but then again you'd have a lot of potential splash abuse. Another thing to consider as opposed to weapons or armor for level 1: stealth proficiency. A cleric of darkness should be sneaky! Though one skill proficiency is kind of weak. Maybe give them stealth and deception? Expertise in stealth? Or stealth and a cantrip that fits? [/QUOTE]
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