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D&D 2E I've spent six months reworking cleric Domains & reviving the old 2E Spheres/Specialty Priests

Xasten

Villager
Six months and 43 pages later, here we are!

Why? Clerics are fine.

One of my biggest sticking points with 3.5 was that cleric domains were so…tacked on. I always thought that clerics of different gods should play, well, differently. Why would a cleric of a healing god play almost exactly the same as a cleric of a fire deity? Wouldn’t a fire cleric solve most of his problems with arson as opposed to healing someone? Why don’t cleric spell lists have more variety instead of 9 lame domain spells?

Well, consider that problem solved. I’ve spent the last six months reviving 2E’s specialty priest/sphere mechanic for 3.5. Clerics now have access to a universal “All” sphere which is limited to basic spells that a generic priest would be expected to have, and then they pick a major and minor sphere that their deity offers to round it out. (I’ve also ported over the channel energy mechanic from Pathfinder in lieu of turning.)

So I don’t keep you waiting, here’s the PDF of my current version of this rebuild: Cleric Spheres

How does it work?

The way it works is that a cleric always has the “All” sphere, and then they pick a major and minor that their deity offers. The major adds ALL of its spells to the cleric’s list and given them the major and minor powers listed. The minor sphere adds all spells from 4th level and below to the cleric’s list and the listed minor powers. (Because elemental and alignment spheres are so specialized, I’ve made them ALWAYS count as major spheres when picked.)

For example, a cleric of the Egyptian god Apophis might pick Fire and Chaos as his spheres which will make up 2/3rds of his spells known. A cleric of Isis might pick Magic and Water, so her list will be VERY different from the first cleric’s. If you look at the spheres, the two characters will play very differently. I think that’s a good thing.

The Spheres

Most are pretty self-explanatory, but I’ve listed the major mechanical themes I went for next to each sphere. Note that in some cases I ran out of spells that fit the theme, so I added a few oddballs either for balance or to expand the theme. I created most of the powers from cool ideas I had, but I took a few from existing sources such as borrowing one of knowledge’s powers from 5th edition.


  • All (basic priestly functions. Healing, removing curses, etc.)
  • Air (Flight, wind manipulation, and electricity)
  • Earth (Battlefield manipulation, acid, a few nature type spells)
  • Fire (Fire. Duh)
  • Water (Ice, water manipulation, ship/sailing spells)
  • Good (Limited spells, but cool powers)
  • Evil (Limited spells, but cool powers)
  • Law (Limited spells, but cool powers)
  • Chaos (Limited spells, but cool powers. Mix the exploding dice with the Fire sphere…oh yeah.)
  • Essence (Originally healing, I felt that it was better served as both the ability to heal and harm which is why it’s called Essence now. You can attack or build upon the “essence” of something)
  • Knowledge (Divination. Lots of divination, and the Archivists’ dark knowledge power and 5th editions Portent power.)
  • Luck (This was a hard one to figure out beyond “lots of rerolls”. It doesn’t have as many spells, so I buffed the major power pretty well. Also, I added charms and dominate spells to round it out)
  • Magic (The ability to affect and manipulate magical energies themselves. Lots of dispels, wards, and abjurations. Got magic missile because I love the idea of a cleric using that spell)
  • Nature (Pretty much a druid without wildshape. I banned 3.5 druids in my game until I can rework them to something passably balance for my game)
  • Protection (Pretty standard spells, but I love the abilities I added. Sanctuary spells are pretty nasty with these guys)
  • Soul (Soul manipulation, resurrection, etc. I added a new spell line similar to Hold Person but works on anything with a “Soul” regardless of creature type.)
  • Sun (Focused on royalty and truth, they have anti-shapeshifter powers and are built around being regal / imperious as well as prismatic magic.)
  • Travel (Pretty much what it says They get restricted access to Teleport at 4th level, so this is a good pick for a minor sphere)
  • Trickery (Pretty much Loki. If picked as a primary, they get a d6 hit die, but the skills and spells are quite expansive and are probably a bit game breaking for a really creative player.
  • War (What paladins probably should have been. They have the ability to operate at full BAB a few times a day, and when coupled with an alignment sphere for weapon boosting abilities, can get quite nasty)
Wait a minute...This is a nerf!

Hell yes it is. Let’s be honest, standard clerics are OP, and by now, pretty stale. This is new, and it’s fun. Most of the spheres are vastly inferior to the standard 3.5 cleric, but I think the game is better for it.

Also, a number of people have pointed out that the “All” sphere is way too limited. Yes. Yes, it is. Again, I wanted to clerics to play differently. I limited the All sphere to be only what was *strictly* necessary to perform basic priestly functions (Removing curses, healing, banishing, etc.)

House Rules and Notes

A sharp reader may have noticed that my revamp references a number of different rules and skills by now. Yeah, I’ve got a TON of house rules, but again, I think that the game is better for it. If you want to see my **VERY** expansive and neurotic rules you can view them here: House Rules

Restricted Use Spells

One of my favorite house rules is the *restricted used spell* which is denoted by the “†” symbol. I explain it on page 2 of my spheres PDF, but here’s how it works: A cleric may only have one copy of each individual restricted spell for each † symbol that appears next to the spell. If the spell appears in multiple spheres, the cleric may add the † symbols together to determine their limit. This mechanic was introduced to keep certain, very powerful spells, from unbalancing the game. Some spells are restricted at a certain level, but unrestricted when put in higher level slots.

My reasoning is that some spells drastically changed how the game is played. Close Wounds and Revivify are two of those candidates. They’re GREAT spells that made the game better, but eventually you’ve got 10 Close Wounds memorized and are packing 5 scrolls of revivify. I created restricted spells to help keep the stakes higher and prevent the awesome spells from trivializing combat. I’ve also made it so that restricted use spells cannot be scribed to a scroll.

Spell Nerfs/changes

Also, if you’ve looked at my house rules already, (House Rules) you’ll notice that I’ve either banned, nerfed, or modified a LOT of existing spells. One of the biggest changes I made was to nerf the ever loving crap out of Resist Energy. The spell now caps at +10 resistance, but some spheres can break that limit (elemental spheres and protection). The reason is that once you have Mass Resist Energy dragons become pretty laughable compared to what they’re supposed to be. Also, when’s the last time you saw someone actually BUY a ring of resist energy? Such items haven’t been nerfed and are now actually viable items to wear 24/7. I left the protection from energy spells alone and added a mass version. So, you can use it to protect against a dragon’s breath, but it’s constantly eating your actions to do so.

Conclusion & Feedback

I hope you guys have enjoyed reading this as much as I did making it. I’ve very open to suggestions, criticisms, and feedback. This is a work in progress subject to constant revision, so anything to make it better is very welcome. Until now, I’ve only been able to theory craft and engage in limited play testing, so I really do welcome any thoughts.
 

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ElectricDragon

Explorer
Just an observation, but why do Chaos clerics gain 4 major powers while most others only gain 2? I understand making it fun to play but what did the other types of clerics get instead of those 2 extra powers?

I suggest adding a power called "Bolster X" to each of the alignments except Chaos. Bolster Law, Good, or Evil. During the 1st round of combat, all allies of the appropriate alignment gain a +4 bonus to AC.
 
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Xasten

Villager
I'm still working on the alignment domains a bit. Good and Evil were given the Divine Defiance feat. Check their channeling sections. So really, Chaos isn't too far ahead. But, I agree the other three could use more tooling. Also, chaos's primary power, permutative power, is being revised so that the exploding dice only apply to spells abilities etcetera at derived from their cleric level. That way you can't take a one-level dip and get exploding dice for your other stuff.
 

Greg K

Legend
I did something similar back during 3.5 (when I was running a 3.0 game that used aspects of 3.5) . I think that I had posted about it in the past here on ENWorld . It incorporated the DMG "Tailored Spell List" variant and the Spontaneous Divine Casting rules from Unearthed Arcana. In my version, clerics received access to spells from the All list and the domain lists of their deity with several of the domain spell lists being revised. The cleric was assumed to cast like a sorcerer and cast less spells per day than a standard cleric per the UA Spontaneous Divine casting variant.

My All sphere, however, was a a handful of spells such as Augury, Bane, Bless, Break Enchantment, Command, Divine Favor, Divination, Enthrall, Atonement, Bestow Curse, Remove Curse, Planar ally spells, and Miracle. Healing, however, was not on the All list, but good characters had access to a few low level healing spells.
 

Sadras

Legend
Six months and 43 pages later, here we are!

...(snip)...

I hope you guys have enjoyed reading this as much as I did making it. I’ve very open to suggestions, criticisms, and feedback. This is a work in progress subject to constant revision, so anything to make it better is very welcome. Until now, I’ve only been able to theory craft and engage in limited play testing, so I really do welcome any thoughts.

I can clearly see lots of work went into this so well done.
Just a question, and I might have missed it as I mainly glossed/scanned over the two pdfs, but (1) How does Raise Dead work in your campaign AND I have to ask (2) Why do all clerics get that spell and resurrection?

It just seems to me that if one is true to separating by domain/sphere not every deity has that kind of authority. Of course, having said that, this largely depends on your setting, so there is that.
 

Xasten

Villager
Great question. In my game, I use the egyptian pantheon, so any resurrection MUST be permitted by Anubis. All clerics have access to the spell itself which is essentially how you petition for Anubis to grant resurrection. If you look at the Soul sphere, you'll note that they get those spells one level earlier. It just so happens that Anubis is the only deity that grants the Soul sphere.

For the most part, the general way it works is that only a life of equivalent value being offered up in exchange can keep the scales balanced allowing for Anubis to give permission. From a World building perspective, that's why Kings and rulers aren't so easily brought back. Of course, I have a few ways Adventures can get around that simply for the sake of easing gameplay when somebody dies at higher levels.

Also, in this game I have an interloper deity who has brought her missionaries to this world / Crystal sphere from her own world. Her power is weaker here, but she is an incredibly powerful god in her own right who grants nearly all spheres. She sent her missionaries with "soulstones" which are basically contingent trap the soul spells on the necklace. So that if one of my players, who is playing a crusader faction character, dies he can be resurrected as his soul never went to the afterlife but was instead instantly trapped allowing for normal resurrection. The problem for the characters is that the supply is limited to one for a player at the start of the campaign and the soul stones have a single charge.

But, your initial thought is correct. I was initially only going to give non Soul sphere of clerics very limited access to Resurrection as a Spell. Possibly even eliminate true Resurrection from the all sphere. I only relented out of a Gameplay concern.
 
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Xasten

Villager
Not to thread necro, but for those interested, I have pushed out a changelog to address concerns and questions that some of you had.

Sphere Changelog v1.4

CHAOS

Permutative Power (Ex): All dice rolled by Chaos clerics are open ended. This includes hit point dice. Dice are not open ended when appropriate (DM judgment such as the player rolling a D20 to randomly pick between 20 different choices, etc.) If a Chaos cleric takes a level in any other class (other than one that advances his sphere powers/effective cleric level) this ability then degrades and only applies to spells, abilities, and hit die rolls derived from his cleric level.

EARTH

Earth Sense: Earth Clerics gain a limited Tremorsense to 30’. This limited sense can passively detect movement or vibrations such as invisible creatures normally. It cannot detect unmoving objects. At 10th level this increases to 45’, and at 15th level increases to 60’.

EVIL

Unholy Defiance: At 5th level, Evil clerics gain the Divine Defiance feat which may only be used against creatures of good alignment or against spells and abilities with the [Good] descriptor. They gain a +4 bonus on any dispel checks made using this feat to counterspell.

GOOD

Same as evil, but for good…

LAW

Inexorable Assault: Law clerics have a pool of points that may be used to enhance their attack and damage rolls. This pool is equal to their cleric level +2X Cha Mod. They may not apply more points than their Cha Mod to any single attack. They may also take 10 on an attack roll a number of times per day equal to their Cha Mod.

KNOWLEDGE

Learned: Knowledge clerics gain Master of Knowledge as a bonus feat. At 7th level, they gain Trivial Knowledge as a bonus feat. At 1st level, they may select a number of skills equal to their intelligence modifier and make them class skills.

NATURE

Nature’s Bounty: (minor power) Nature clerics are under the effect of a Ring of Sustenance as long as they are in a natural environment.

SOUL

The Hardest Choices and Strongest of Wills swapped. Strongest of Wills used to be the major power, but that made no sense because you could get The hardest Choices as a minor power even if you didn’t have Strongest of Wills. And we all know the The Hardest Choices REQUIRES the strongest of Wills.

Inured to Death: Soul clerics may opt not to gain (or ignore if currently possessed) a number of negative levels equal to their Charisma modifier every day. They also gain advantage when saving against [Death] or negative energy effects.

SUN

Truth & Consequences (Su): Sun clerics may dispel any shapechanging as if it were a regular spell with the use of Dispel Magic or any appropriate spell or ability. If the dispel check is successful, the affected creature(s) revert to their natural forms and cannot beneficially change their form for 1d6 rounds. This ability can undo the effects alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. Sun clerics may add their Charisma modifier to all checks to dispel illusions or shapechanging effects.


The Truth Comes Out (Su): (minor power) Sun clerics possess the supernatural ability to penetrate illusions and disguises at will. Whenever a Sun clericsees an illusion (that allows disbelief) or disguise spell of any sort, he immediately makes a Will save to see through it. The cleric need not interact with or touch the illusion, visual contact is enough to give the Will save.
 

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