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Homebrew Creations

cbwjm

Seb-wejem
After an unfortunate accidental ban which deleted all of my threads, I've decided to slowly recreate my homebrew thread. This will include races, subclasses, spells, and other miscellany creations that I've put together in my free time (and my not so free time. I'm currently doing this while at work). I will use this first post as the contents page, updating as I go to link to individual creations.

Note that many of these haven't been tested, they are creations just for fun which I also hope to be used at some point in the future.

Races
Subclasses
Spells
 
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cbwjm

Seb-wejem
Faerie

First up is the faerie player race.

Faerie
Faerie are natives to the Feywild that are often found in communities on the material plane. Tiny in size, they make up for it with magic and tenacity, with the exception of the Neverland Faerie who has a strength which belies their size.
Ability Score Adjustment: Your Dexterity score increases by 2.
Speed: 10 feet, fly 30 feet
Invisibility: The faerie can cast invisibility with a range of self once per long rest. At 5th level the faerie can cast invisibility once per short rest.
Naturally Stealthy: The faerie is trained in the Stealth skill
Tiny size: Weapons have their damage dice reduced by one step (longswords deal 1d6, short swords deal 1d4). You have disadvantage on attack rolls when using heavy weapons and may only use heavy weapons that have been made for your size. Such weapons never have the reach property. You have disadvantage on strength checks against creatures larger than you; the weight you can carry, push, drag, or lift is half as much as a medium sized character.
Languages: common, elven, and sylvan

Sprite
Ability Score Adjustment: Your Intelligence score increases by 1.
Wings of a Dragonfly: The sprite’s fly speed is 40 feet.
Heart sight: The Sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a Charisma Saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. The save DC is 8 + proficiency modifier + charisma bonus.
Midsummer Night’s Dream: Once per long rest, as a bonus action the pixie can enchant one of their weapons for 1 minute which can place the target of their attacks into an enchanted slumber. If the target fails a Constitution saving throw then they are poisoned for 1 minute. If they saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. The DC of the enchantment is equal to 8 + your proficiency bonus + your charisma modifier.

Pixie
Ability Score Adjustments: Your Charisma score increases by 1.
Magic Resistance: The pixie has advantage on saving throws against spells and other magical effects.
Innate Spellcasting: The pixie knows the dancing lights cantrip. At 3rd level they can cast sleep once per day as a 2nd level spell. At 5th level they can cast entangle once per day. The pixie’s spellcasting ability is Charisma. All pixie spells require pixie dust as their only material component.

Neverland Faerie
Ability Score Adjustments: Your Strength Score increases by 1.
Strength of 10 Faerie: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You do not have disadvantage on Strength checks against creatures larger than you.
Size Alteration: As a bonus action, you can change your size to be anywhere from 6 to 18 inches tall. At 3rd level you can cast the enlarge option of enlarge/reduce on yourself once with this trait, requiring no material components. You regain the ability to cast this spell when you finish a long rest.


All faerie are able to learn the following feat which draws upon their natural magical abilities.

Faerie Magic Feat
You learn to use the natural magic of the Fae using pixie dust. Intelligence is your spellcasting ability and you must have pixie dust as the material component.
Prerequisite: Faerie
You know the druidcraft cantrip
Once per day you can cast detect evil and good.
At 5th level you can cast phantasmal force once per day.
At 9th level you can cast fly once per day.


Here is a PDF of the race made in homebrewery. However, it doesn't currently include the feat. View attachment Faerie PC race.pdf
 

cbwjm

Seb-wejem
Cleric Subclass: Spirit Domain (the Shaman)

The Spirit domain came about after seeing a cleric domain for a bear shaman online. I have created some notes for a shaman subclass for a druid but thought I would give this a try out and I think it works out quite well for a shaman who calls on the aid of animal, ancestor, and land spirits.

Spirit Domain

Shaman Domain Spells
Should be spells dealing with animals, plants, and divination, and endurance
Cleric Level
Spells
1st
absorb elements, speak with animals
3rd
animal messenger, enhance ability
5th
spirit guardians, speak with dead
7th
death ward, locate creature
9th
awaken, commune with nature
Commune with the Spirits
At level one, after a long rest you can commune with an ancestor, animal, or land spirit which grant you proficiency with two skills. You have advantage on skill checks involving these skills as long as you are aligned with the spirits which grant the skills.
Ancestor: History, Insight
Animal: Athletics, Perception
Land: Nature, Survival

Channel Divinity: Invoke Aid
Starting at level two, you can use your Channel Divinity to invoke the aid of the spirits to protect yourself or another.
As an Action, you grant yourself or one creature within 30 feet the ability to endure great adversity. The target gains resistance to all damage and advantage on saving throws until the start of your next turn.

Spiritual Guidance
At 6th level, your ties to the spirits becomes even greater. While attuned to the spirits, you gain additional benefits dependent on the type of spirit you are attuned to with your Commune with the Spirits ability.
Ancestor: Your ancestors guide your weapon strikes. You can use your spellcasting modifier instead of Strength or Dexterity for attack rolls with melee weapons.
Animal: You gain animal like reflexes. While aligned with the animal spirits, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Land: You draw life sustaining energy from the land, when you spend hit dice during a short rest, for each hit die you spend, you roll two dice and add your Constitution modifier to determine your regained hit points.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Spirit’s Wrath
At level 17 you can call upon the spirits to bring their wrath, aiding you and your allies. When you invoke the spirits and as an action over the next two rounds you can command one of the spirits to grant you and your allies aid. Each spirit can be called upon only once. They can be called upon in any order.
Ancestors: Grant you and up to 5 creatures within 60 feet advantage on attack rolls until the start of your next turn.
Animals: Deal 10d8 magical slashing damage to up to 3 enemies within 30 feet that you can see. A successful Dexterity check halves the damage.
Land: Heal you and up to 5 creatures within 60 feet each regain 2 x your level in hit points. This cannot exceed the target’s maximum hit points.

Once you use this ability, you cannot use it again until you complete a long rest.
 

cbwjm

Seb-wejem
Wizard subclass: Elven Tree-Keeper

I'm sure I'm not the only one who noticed that the druid and the wizard share levels at which they gain subclass abilities which makes it a simple matter to swap subclasses between the two of them (although they may not always make sense). While looking at bringing parts of Mystara, one of my favourite campaign settings, into 5e, I wanted to bring in the elven tree-keeper. The easiest way to do so, simply bring over the circle of the land and attach it to the wizard.

Tree-Keepers
Elven tree-keepers are wizards that draw upon their knowledge of nature and the Feywild as part of their wizardly studies. This enables them to choose a circle of the land (generally forest, although elves living in other locations might choose a different terrain) and gain the circle’s abilities.

Bonus Cantrip
At 2nd level, you may choose a cantrip from the druid spell list, this cantrip counts as a wizard spell for you. When you gain a wizard level that allows you to choose a new cantrip, you may choose it from the wizard or the druid spell list.

Circle Spells
At the levels listed, you add the circle spells to your spellbook in addition to the two chosen when you gain a level of wizard.* The Circle of the Forest spells are listed below for reference.
Wizard Level
Circle Spells
3rd
barkskin, spiderclimb
5th
call lightning, plant growth
7th
divination, freedom of movement
9th
commune with nature, tree stride
*Optionally, this functions as the arcane theurge, the wizard can gain 1 of their circle spells each time they gain a level and then choose any druid spell when they have completed learning their circle spells.

Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom Saving throw against your wizard spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On A successful save, the creature is immune to this effect for 24 hours.
The Creature is aware of this effect before it makes its attack against you.
 
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cbwjm

Seb-wejem
Wizard subclass: The Followers of Air

A wizard from the setting of Mystara. The Followers of Air were one of the major groups on old Alphatia who went to war with the Followers of Flame. Eventually the Followers of Air won the conflict, if you can say that destroying their homeworld is a win. The remaining members of the Followers of Air escaped to Mystara, founding the empire of Alphatia.

The Followers of Air

Elemental Air Adept
At 2nd level, spells dealing with elemental air, storm, and lightning cost half as much gold and take half as much time to scribe in your spellbook.

Bonus Language
At 2nd level, you learn the Auran dialect of Primordial if you do not already know it.

Bonus Cantrip
Also at 2nd level, you learn the gust cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

Student of the Storm
At 6th level your studies of elemental air magic allows you to absorb and redirect the power of a storm. You gain resistance to lightning damage.
As a reaction to taking lightning damage from a source that you are aware of, you can redirect the resisted amount of damage to another target. Make a ranged spell attack against one target within 30 feet. On a hit, they take lightning damage equal to the amount that you resisted.

Buoyed by the Wind
At 10th level, you are always considered to be under the effect of a feather fall spell. You can dismiss this effect as a free action. You also add the fly spell to your spellbook, if it is not there already. You can cast fly without expending a spell slot. When you do so, you can target only yourself.
Once you cast fly in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot if you have the spell prepared.

Elemental Ally
At 14th level, you learn the conjure elemental spell if you don’t already know it. When you use the spell to conjure an air elemental, you do not need to concentrate on the spell and the elemental is always friendly to you and your companions. You cannot have more than one conjure elemental spell in effect at the same time.
 
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cbwjm

Seb-wejem
Wizard subclass: The Followers of Flame

Followers of Flame also eventually found their way to Mystara and settled down in Glantri to become the Flaems. As there are followers of either air and flame, it can be assumed that the other 2 elements, earth and water, had their own magical traditions although perhaps they weren't as popular as air or flame.

The Followers of Flame


Elemental Fire Adept
At 2nd level, spells dealing with elemental fire cost half as much gold and take half as much time to scribe in your spellbook.

Bonus Language
At 2nd level, you learn the Ignan dialect of Primordial if you do not already know it.

Bonus Cantrip
Also at 2nd level, you learn the produce flame cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

Fire Adept
At 6th level your studies of elemental fire magic enable you to protect yourself and others from its effects. You gain resistance to fire damage. Additionally, when you cast a fire spell you can prevent harm to a number of allies equal to 1 + the spell’s level. They take no damage from the spell.

Fire Mastery
At 10th level, your mastery of fire magic makes your fire spells more potent. When you cast a fire spell, you may reroll any damage dice with a result of 1 or 2 and use either result.

Elemental Ally
At 14th level, you learn the conjure elemental spell if you don’t already know it. When you use the spell to conjure a fire elemental, you do not need to concentrate on the spell and the elemental is always friendly to you and your companions. You cannot have more than one conjure elemental spell in effect at the same time.
 
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cbwjm

Seb-wejem
Fighter Subclass: Crusader

I found this while checking what files on my PC actually were, a fighter subclass which is to the cleric what the Eldritch Knight is to the wizard... maybe, I'm not sure if this is comparable or not but thought I'd throw it up for people to look at anyway.

Crusader

Channel Divinity
At 3rd level choose a domain granted by your deity. You gain the 2nd level Channel Divinity feature associated with that domain and can use it once per short rest. You can use this ability twice per short rest at 10th level and three times per short rest at 18th level.

Spellcasting
At 3rd level you gain the ability to prepare and cast cleric spells. Your spellcasting ability is wisdom. You prepare spells from the cleric spell list and your domain's bonus spell list, you can prepare spells equal to 1/3 your level (rounded down) + your wisdom bonus with a minimum of one spell. You know the same amount of cantrips and have the same number of spell slots as an Eldritch Knight of your level.

Sacred Knowledge
At 7th level, you learn the religion skill if you don't already know it. In addition, due to your deepening knowledge of your faith, you always have domain spells granted to a first level cleric prepared.

Divine Strike
At 10th level, as a crusader for your order, you learn to channel your god's wrath. Once per turn you may add an additional 1d8 to your melee weapon attacks. This damage is the same as the damage granted by the Divine Strike ability of your chosen domain, or radiant damage if the domain doesn't normally grant the Divine Strike ability.

Inspiring
At 15th level, when an ally within 30 feet of you fails a saving throw, you may use your indomitable ability to allow them to reroll.

Divine Champion
At 18th level, when you use your action surge, your divine strike applies to any attacks you make that turn.
 
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cbwjm

Seb-wejem
Spells of the Storm

"Sure, you can throw a ball of fire and incinerate your foes, but throwing about lightning is far and away the cooler expression of elemental power."

Below are a number of lightning spells most of which are updated from earlier editions with a few homebrew spells thrown in. In brackets are the suggested classes that have access to the spells. Most of these had access to the spell in previous editions but don't be married to the suggestions, feel free to add them to whichever class you wish.

When designing or updating spells, it's a good idea to see what is already out there to get some idea of how to design it. For instance, ball lightning is essentially a more powerful and lightning focused version of Melf's minute meteors while the oddly named Staffspell follows a similar progression to flameblade.

Ball Lightning (sorcerer, wizard)
5th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of copper and iron pellets)
Duration: Concentration, up to 10 minutes
You create six balls of lightning in your space. They float in the air and orbit you for the spell’s duration and shed light as a candle. When you cast the spell, and as a bonus action on each of your turns thereafter, you can expend one or two balls of lightning, sending them streaking toward a target within 120 feet of you. Make a ranged spell attack. On a hit, the target takes 5d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create two more balls of lightning for each slot level above 5th.

Electrified Lash (wizard)
2nd-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You point your sword into the air, and arcs of white lightning reach out toward your foes. Each creature in range (other than the caster) must make a Dexterity saving throw. They take 4d6 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the lightning damage by 1d6 for each slot above 1st.

Enchanted Blade (wizard)
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small wooden sword and silver rod)
Duration: Up to 1 minute
When cast, this spell causes a blade of crackling lightning the size of a longsword to appear in your hand. The enchanted blade can be used in two ways, as a melee spell attack or as a ranged spell attack to fire a bolt of crackling energy from its tip up to a range of 30 feet. When you cast this spell your blade has a pool of 10d6 damage dice. With each successful attack you may expend up to 5 dice dealing damage as lighting.
The spell ends after 1 minute or after you have expended all of the damage dice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your dice pool increases by 2d6 and the number of dice you can expend increase by 1 for each slot level above 2nd.

Forked Lightning (sorcerer, wizard)
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a copper rod)
Duration: Instantaneous
Two bolts of lightning streak out from your fingertips striking two targets that are within 30 feet of each other. Make a ranged spell attack against the targets. On a hit, the targets take 3d6 lightning damage. Each target can only be hit by a single bolt. The copper rod is not consumed when the spell is cast.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the lightning damage by 1d6 for each slot above 1st.

Lightning Bug (sorcerer, wizard)
1st-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A spell variant that combines magic missile with shocking grasp, this spell allows the spellcaster to generate a missile of electrical energy and cast it unerringly at a target. When it hits a target they take 2d8 lightning damage, and cannot take reactions until the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create 1 extra missile for each slot level above 1st.

Lightning Clash (wizard)
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As your blade strikes home, a sizzling bolt of lightning leaps from your reeling foe to strike down its nearby ally. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit the target takes normal weapon damage and an additional 1d6 lightning damage and one creature within 20 feet of the target takes 2d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase each source of lightning damage by 1d6 for each slot level above 1st.

Lightning Storm (druid, sorcerer, wizard)
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a shard of glass, a scrap of fur, a piece of silver, and a flint)
Duration: Concentration, up to 1 minute
This spell creates electrical discharges within a 30 foot radius sphere. Bolts of lightning leap repeatedly about within this area, regardless of the presence or location of metal, water, or other conductors. All creatures in the sphere when the spell is cast must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much on a successful one. Creatures that start their turn in, or enter the sphere must make a Dexterity saving throw or take 6d6 lightning damage, or half as much on a successful save, as errant bolts of lightning strike at those inside the sphere. The caster is unharmed by the spell.

Shock Sphere (sorcerer, wizard)
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of fur and a small piece of velvet)
Duration: Instantaneous
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace. Each creature in a 5-foot-radius sphere centred on that point must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Staffspell (wizard)
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes
You evoke a staff of lightning in your free hand. The staff is similar in size and shape to a quarterstaff, and lasts for the duration. If you let go of the staff, it disappears, but you can evoke the staff again as a bonus action. You can use your action to make a melee spell attack with the lightning staff. On a hit, the target takes 3d6 lightning damage. Against water-based creatures, the staff deals an additional 3d6 damage.
The staff also sheds light. You can control the intensity so that it sheds bright light in a 5-foot to 20-foot radius and additional dim light for the same amount.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the base lightning damage increases by 1d6 for every two slot level above 3rd.

Wall of Lightning (2e spell Lightning Curtain; sorcerer, wizard)
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of amber and a bit of fur)
Duration: Concentration, up to 1 minute
You create a wall of lightning on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick. The wall is fairly transparent, does not block line of sight, and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw, those in metal armour or holding metal weapons have Disadvantage on the saving throw. On a failed save, a creature takes 4d10 lightning damage, or half as much damage on a successful save.
Lightning arcs out from one side of the wall, selected by you when you cast this spell, dealing 4d10 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
The original spellcaster is immune to the Wall of Lightning’s effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Lightning Ring (wizard)
8th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a ring of any size, fashioned of glass, and a bit of fur from any animal)
Duration: Concentration, up to 1 minute or instantaneous
This spell surrounds you with a bright white, crackling, chest-high ring of lightning. The ring moves with you. While encircled by the ring, you are immune to lightning damage and any conditions associated with them.
Once on your turn, you can use your bonus action to blast out from you in a direction you choose a stroke of lightning 100 feet and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Alternatively, this spell can be cast to discharge all at once. At the start of your next turn after casting lightning ring, it discharges and shoots out 4 lightning bolts in 4 separate directions chosen by you.
 

cbwjm

Seb-wejem
Customising Cleric Domains

I'd like there to be more domains to help round out a pantheon, but then I realised that I could just use the current domains as a base and create subdomains of the current ones. By this I mean that a world may have gods of the following types of magic: Magic itself, Necromancy, Divination, the Elements. All of these might use the Arcana domain (although perhaps fire magic could use the Light domain) but with some alterations to spell lists and perhaps minor changes to domain abilities. Necromancy might use a cross between Arcana and the Death domain.

Other subdomain examples might be:
  • Nature: The Hunt, Forests, Animals
  • Tempest: Lightning (Zeus), Thunder (Thor)
  • Trickery: Illusions (Leira from the Forgotten Realms), Thieves, Darkness

Is your cleric a primarily a caster or a melee combatant?
At the most basic level, you can customise Domains using the following splits:
Caster: The caster cleric gains a bonus cantrip or training in two skills. They gain Potent Spellcasting at level 8.
Combat: The combat cleric gains martial weapons or heavy armour (or both) at level 1. They gain Divine Strike at level 8.

The difference between the tempest subdomains can highlight the differences between caster and combat clerics. A cleric of Thor might use the base Tempest domain, however, a cleric of Zeus might stand back and throw bolts of lightning in a manner similar to his god. In this case, he gains a cantrip at 1st level (spear of lightning, a re-flavoured fire bolt) and the Potent Spellcasting ability at level 8. He loses access to martial weapons and heavy armour at 1st level and divine strike at level 8.
[h=3]Illusion[/h]The Illusion subdomain is an example of how the Trickery domain can be altered for a god like Leira, Lady of the Mists, Mother of Illusionists.

Clerics of a god of illusions gain the following domain spells.

Illusion Spells
*:
1. disguise self, silent image
2. invisibility, mirror image
3. major image, phantom steed
4. confusion, phantasmal killer
5. modify memory, seeming
*Not every spell is an illusion. The god of illusions also allows the cleric to confuse and modify the memories of their enemies leaving them wondering what was and was not real.

Clerics of a god of illusions are casters.
They gain the minor illusion cantrip at 1st level.
They are are trained in deception at 1st level.
They gain Potent Spellcasting at level 8.

Clerics of the god of illusions replace Blessing of the Trickster with Illusory Form (similar to Warding Flare).

Illusory Form
When you are attacked by a creature within 30 feet you can use your reaction to impose Disadvantage on the attack roll, causing your form to shift and blur before the eyes of the attacker before the attacker hits or misses. An attacker that is blind is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 

cbwjm

Seb-wejem
Customising Cleric Domains II: Purphoros, God of Forge, Fire, and the Restless Earth

Sometimes you have a domain that can work for a specific god but it doesn't quite fit. In the case of Purphoros, the Light could easily be his domain of choice but Purphoros is a god of the forge, the earth, and fire. His clerics don't stand at the back of adventuring party casting spells, they get into the think of battle and use the gifts of their god to destroy their enemies.

The following is the domain of Purphoros, a god that is an embodiment of red mana from the Plane of Theros in Magic the Gathering. The description of his domains, signature item, personality, and worship are taken from the Planeswalker's Guide to Theros, part 1.

PURPHOROS
purphoros.jpg
Domains: Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force of heat and energy that fills the souls of sentient beings. His energy emerges as chaos, something to be harnessed and shaped by labour and passion. For this reason, Purphoros is also the god of artisans, of obsession, and of the cycle of creation and destruction.
Signature Item: Purphoros wields Akmon, a large hammer whose head slightly resembles an anvil. A blow from Akmon can render the earth molten, and when it strikes metal, each spark becomes a new enchantment, some of which even take on life.
Personality: To sit in the presence of Purphoros is to be inspired. He forges the most ornate and delicate items only to dash them into flame and start again. He is reasonable yet ultimately follows no rules save his own creative and destructive impulses. Sometimes, this can mean covering a whole area with lava to make way for something new. His main flaw is that of frustration, of feeling limited and constrained. He is forever pushing against the barriers of mortal imagination, sensing that there is much more to express. This can cause him to plummet into despondency and then lash out at the world with raw destruction.
Worship: Followers of Purphoros, the god of the forge, brought the secret of bronze to Theros, leading to stronger objects and armaments than any created previously. And the most sanctified shamans of Purphoros also possess small quantities of a new metal said to have come from Purphoros's forge: iron. But it's not only smiths who worship him. Artists, human and satyr especially, seek his aid, ascending to altars on volcanic slopes to breathe deeply of the creative vapours. Warriors give him homage when lighting a bonfire. Potters inscribe their works with markings meant to honour him.

Base domain: Light (Clerics of Purphoros gain all of the Light domain abilities unless noted below)

Domain Spells. These spells should emphasise Purphoros’s domains. The forge, the restless earth, fire, creation and destruction.

Cleric Level: Spells
1st: burning hands, earth tremor
3rd: flaming sphere, shatter
5th: erupting earth, protection from energy
7th: fabricate, wall of fire
9th: conjure elemental, flame strike

I'm not fully satisfied with these spells, there may be more spells released in later supplements that make me return and update this list. He has some good fire and earth spells, fabricate represents his creation aspect and conjure elemental represents that sparks from his hammer that are sometimes given life as living enchantments. Creation (a 5th level illusion) didn't make the list. Its effects are ephemeral, Purphoros creates things that last.

Followers of Purphoros are Combat Clerics
They do not gain the light cantrip at 1st level.
They do not gain potent spellcasting at 8th level.

At 1st level, they gain proficiency with the Warhammer and Heavy Armour. Clerics of Purphoros favour the warhammer as their weapon as a way to emulate their god and are trained to use them. They can use light hammers and warhammers as their holy symbol.

At 2nd level, they gain an altered Radiance of the Dawn. This is renamed Flames of the Forge. It has the same effects but deals fire damage instead of radiant (the radiant damage version would be granted by Heliod, God of the Sun).

At 8th level they gain divine strike dealing 1d8 additional fire damage once on their turn. This upgrades to 2d8 at level 14.

At 17th level the cleric gains the Corona of Flame ability. To emphasise their role as melee combatants over spell casters. Clerics of Purphoros instead gain the following abilities while this is active.

  • The Cleric gains Resistance to fire damage.
  • Creatures that move adjacent to the cleric or start their turn adjacent to the cleric take 2d8 fire damage.
  • Any fire damage dealt by a cleric of Purphoros ignores resistance or immunity to fire.
Clerics of Purphoros keep the Flare and Improved Flare abilities channelling the divine sparks of Purphoros's hammer strikes to disorient their foes.

This was easily altered from the Light domain, perhaps the hardest part was choosing spells, but emphasises the ease with which you can alter a current domain to make one which better fits the gods in your pantheon.
 
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