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I've spent six months reworking cleric Domains & reviving the old 2E Spheres/Specialty Priests
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<blockquote data-quote="Xasten" data-source="post: 7529958" data-attributes="member: 6782732"><p>Not to thread necro, but for those interested, I have pushed out a changelog to address concerns and questions that some of you had.</p><p></p><p><strong><span style="font-size: 15px">Sphere Changelog v1.4</span></strong></p><p></p><p><strong>CHAOS</strong></p><p></p><p>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.</p><p></p><p><strong>EARTH</strong></p><p></p><p>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’.</p><p></p><p><strong>EVIL</strong></p><p></p><p>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.</p><p></p><p><strong>GOOD</strong></p><p></p><p>Same as evil, but for good…</p><p></p><p><strong>LAW</strong></p><p></p><p>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.</p><p></p><p><strong>KNOWLEDGE</strong></p><p></p><p>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.</p><p></p><p><strong>NATURE</strong></p><p></p><p>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.</p><p></p><p><strong>SOUL</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>SUN</strong></p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Xasten, post: 7529958, member: 6782732"] Not to thread necro, but for those interested, I have pushed out a changelog to address concerns and questions that some of you had. [B][SIZE=4]Sphere Changelog v1.4[/SIZE][/B] [B]CHAOS[/B] 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. [B]EARTH[/B] 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’. [B]EVIL[/B] 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. [B]GOOD[/B] Same as evil, but for good… [B]LAW[/B] 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. [B]KNOWLEDGE[/B] 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. [B]NATURE[/B] 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. [B]SOUL[/B] 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. [B]SUN[/B] 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. [/QUOTE]
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