D&D 5E Homebrew Miracle Domain - Charisma Cleric

Middle Finger of vecna has a good Peace domain for cleric, which could be fun for what you wanted.
If you dont really care for spellcasting a just want healing + charismatic leader you can also look for the tranquility monk.

In my pre-made characters list, there's a Tome warlock with Seeker pact that act like the character you describe. Instead of being a cleric of one specific god, he more or less a preacher walking the world to spread the knowledge of all the gods of the astral plane.
Guidance + Friends, charisma spellcasting, obvious link with the divine world thru divination and rituals. Also fits the whole wanderer theme.

EDITED to add: In any case, your archetype does the job quite well, you could simply use it and forget I said anything. :)
 
Last edited:

log in or register to remove this ad

The way I see it, the clerics in game are usually not the priests that preach and tend to the spiritual needs of the flock, but instead crusaders, zealots, the armed hand of the church. Moreover, I don't think it is necessary to always link a stat some may perceive important to a class with combat capability. Surely it helps when one is supposed to be the face of the group and also uses charisma for spellcasting, but I am not sure those things should always be agglutinated. For instance, charisma is definitely not a dump stat for many rogue assassins, even though they do not derive any direct combat power out of it.
 

I reckon a cleric can succeed with a Charisma of 10, due to their relationship with their flock - represented through advantage on social rolls.

Why? Because if you've already drunk the cool aid, then this guy, this Joe-Bland, is the Big Cheese's man on the ground. He's even got magic powers - straight from upon high.

To everyone else, he's just another dogma peddler. But to THE CHOSEN FEW/THE FLOCK/THE CHILDREN OF THE SKY DUCK/THE KEEPERS OF THE SACRED THINGY, well, he's something else.

Also a good reason for a sneaky character to carry around a few holy symbols and pick up Knowledge:Religion - just so they can swing some favours from the faithful.
 

I think that the thread is getting a little sidetracked by personal opinions...

To the OP: I'd suggest not making them a Charisma caster - that seems a bit strong for a subclass - but instead provide some things that make them charismatic. Something like burning a spell slot to gain advantage on persuasion checks, and being able to use Turn Divinity to let allies re-roll against a failed saving throw; things that don't change the fundamental class elements, but add stuff on top that says 'this is a charismatic leader of his faith'.

Just my thoughts. I can see your desire, and do agree with it on a basic level, but I don't think that Charisma for spellcasting is the most effective means of reaching it. You'd probably still not be as charismatic to your faith members as a Rogue with expertise, and it also makes the Cleric feel like just another Bard; instead, new and interesting features would suit the goal better.
 

To the OP: I'd suggest not making them a Charisma caster - that seems a bit strong for a subclass - but instead provide some things that make them charismatic. Something like burning a spell slot to gain advantage on persuasion checks, and being able to use Turn Divinity to let allies re-roll against a failed saving throw; things that don't change the fundamental class elements, but add stuff on top that says 'this is a charismatic leader of his faith'.

Yeah, I see what you're saying. I guess part of the way I'm thinking about this is that I played Pathfinder for years and their variant classes often do completely change the nature of a class and push radically different builds.

I'm trying to think of how this is OP though. The biggest abuse I can think of is that it adds more options to strong Magic Initiate builds. But the downside of (generally) a lower Wisdom score affecting a much more important save than Charisma and Perception, which is generally considered the most important skill seems to make up for that. Magic Initiate was already strong for Clerics anyway with shillelagh available through Druid, and plenty of good options in other classes that don't care much about primary casting stat.

A lot of this has to do with my style of play. I tend to take the stats more literally than some do, especially Charisma, Wisdom, and Intelligence. A high Wisdom character is a patient sage-like person with good common sense. A high Charisma character has a magnetic personality and shines in social settings even when no roll is required. My conception of a Cleric's role in society (especially thinking about other D&D derived games where high-level characters founding fortresses, wizard schools, and temples is more of a thing) has at least some of them being high-Charisma, and I want to play one such Cleric without a sub-optimal build.

Anyway, my DM is allowing this, and it's been fun designing it, so I'm going to run with it for at least one adventure. In the abstract it's a cleric that sacrifices the more generally useful combat abilities of War, Tempest, or Light, and the bonuses to the Cleric's core non-offensive role of Life for a more narrow focus on debuffing a narrower target of enemy (humanoids) plus a new RP / non-combat role. It's most similar to Nature, and (IMHO) about on par, power-level wise.
 

(...)

I'm trying to think of how this is OP though. The biggest abuse I can think of is that it adds more options to strong Magic Initiate builds. But the downside of (generally) a lower Wisdom score affecting a much more important save than Charisma and Perception, which is generally considered the most important skill seems to make up for that. Magic Initiate was already strong for Clerics anyway with shillelagh available through Druid, and plenty of good options in other classes that don't care much about primary casting stat.

(...)

I would say this variant affects multiclassing, as it makes cleric/sorcerer easier and more appealing, or warlock dipping for some strong ranged at will attack. But, if you are not interested in multiclassing, then I don't think it changes much power-wise.
 

< snip > . . .
Miracle Domain


1st Level: Charisma replaces Wisdom for Cleric spellcasting. You gain the cantrips Friends and Prestidigitation, and proficiency with one Charisma based skill. < snip > . . .

Personally, I would have gone with the Thaumaturgy cantrip instead of Prestidigitation, because Thaum. is more Cleric-y. It's all about manifesting minor wonders: make your voice three times as loud; causing flames to flicker, dim, brighten, or change color; causing harmless ground tremors; instantaneous sounds within range; causing an unlocked door or window to fly open or slam shut; alter the appearance of your eyes. These are the sorts of things that impress the potential followers, and thereby fit right in with the Charisma theme of this subclass.
 

(Question of forum etiquette, if I update the content of the subject of the post, should I update the original post?)

After consulting a number of more experienced players, an actual 5th edition 3rd party content author, I've updated the Domain. It still provides a strong incentive to invest in Charisma, but now has a more focused combat role as a debuffer. It's less all over the map and fills a niche in a party whose arcane character is more of a blaster or that lacks a face character in a social campaign. It no longer steps on a Bard's toes the way the first draft did.

Miracle Domain

Some gods seek followers and crave worship. They keep their people in awe and submission with displays of their power, conjuring the impossible into being and creating fantastic visions and spectacle.

Cleric of such gods are often great preachers or wandering evangelists. They are charismatic ambassadors for their faith, making displays of true divine power but also charming with words to convert the faithless. In combat they can call on their deity to hinder foes with miraculous apparitions and clever illusion.

Nature Domain Spells

Lvl 1: Fog Cloud, Entangle
Lvl 3: Misty Step, Phantasmal Force
Lvl 5: Sleet Storm, Major Image
Lvl 7: Polymorph, Watery Sphere(ee)
Lvl 9: Wall of Stone, Mislead

Speaker of the Word

At 1st level, Charisma replaces Strength for attack rolls and damage with melee and thrown weapons. You gain the cantrips Mage Hand and Minor Illusion and proficiency with one of deception , performance, intimidation, or persuasion.

Channel Divinity: Bonds of Faith

At 2nd level, when you strike with a melee or thrown weapon, you may use your Channel Divinity to bind an enemy in rope made of radiant energy.

As a bonus action after a successful attack with a melee or thrown weapon, the target of the attack makes a Dexterity save. On a failed save, the target becomes restrained. The restrained creature may, as an action, attempt a strength save to break free. This effect lasts a number of turns equal to your Charisma modifier.

Channel Divinity: Call the Plagues

At 6th level, you may use your Channel Divinity to sicken an enemy.

As an action you may have an enemy within 60’ make a Constitution save. On a failed save, the creature becomes blinded, deafened, or poisoned (your choice). This effect lasts a number or turns equal to your Charisma modifier.

Trembling Awe

At 8th level, you gain the ability to stun an enemy in awe of your god. On each of your turns, when you strike a creature with a melee or thrown weapon, you may have that creature make a Wisdom save. On a failed save that creature is stunned for one round.

Miracle Worker

At 17th level, you may permanently add a number of spells from the Conjuration or Illusion domain to your equal to 2 + your Charisma modifier (minimum 3) to your prepared spells.
 

Remove ads

Top