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Homebrew Miracle Domain - Charisma Cleric
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<blockquote data-quote="keratacon" data-source="post: 7040360" data-attributes="member: 6873963"><p>(Question of forum etiquette, if I update the content of the subject of the post, should I update the original post?)</p><p></p><p>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.</p><p></p><p><strong><span style="font-size: 15px">Miracle Domain</span></strong></p><p><strong></strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Nature Domain Spells</strong></p><p><strong></strong></p><p>Lvl 1: Fog Cloud, Entangle</p><p>Lvl 3: Misty Step, Phantasmal Force</p><p>Lvl 5: Sleet Storm, Major Image</p><p>Lvl 7: Polymorph, Watery Sphere(ee)</p><p>Lvl 9: Wall of Stone, Mislead</p><p></p><p><strong>Speaker of the Word</strong></p><p><strong></strong></p><p>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.</p><p></p><p><strong>Channel Divinity: Bonds of Faith</strong></p><p><strong></strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Channel Divinity: Call the Plagues</strong></p><p><strong></strong></p><p>At 6th level, you may use your Channel Divinity to sicken an enemy.</p><p></p><p>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.</p><p></p><p><strong>Trembling Awe</strong></p><p><strong></strong></p><p>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.</p><p></p><p><strong>Miracle Worker</strong></p><p><strong></strong></p><p>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.</p></blockquote><p></p>
[QUOTE="keratacon, post: 7040360, member: 6873963"] (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. [B][SIZE=4]Miracle Domain[/SIZE] [/B] 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. [B]Nature Domain Spells [/B] 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 [B]Speaker of the Word [/B] 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. [B]Channel Divinity: Bonds of Faith [/B] 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. [B]Channel Divinity: Call the Plagues [/B] 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. [B]Trembling Awe [/B] 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. [B]Miracle Worker [/B] 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. [/QUOTE]
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