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D&D 5E Life Domain Variant+Moon Domain?

Zardnaar

Legend
Just wondering how the following variants would change the class.

Divine Strike becomes potent cantrip.

Channel divinity now heals 2d10 + 1hp/level 30' radius. Basically the Light Cleric ability but heals instead of damage.

Question 2. I have a 3pp Moon domain and it has an ability similar to the light cleric radiance if the dawn. They get divine strike instead of potent cantrip and it deals cold damage with con save for half.

Does cold or radiant damage make more sense?
 

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Q1) a) Swapping striking for potency seems like an equal exchange.
b) I can't think of any way to evaluate this. Hypothetically you could cram an awful lot of people into a 30' radius circle. Should have a "doesn't work on undead/constructs" rider in any case.

Q2) Moonbeam does radiant damage, I would go with that.
 

I haven't changed the channel divinity but I have change the life domain from melee to caster by changing to potent cantrip and replacing heavy armour with spare the dying.

Your channel divinity seems okay, I'd be tempted to have it only heal 2d10 but also apply your other domain abilities to the healing (extra 2 + spell level (perhaps based on highest spell slot), maximised at 17th, also heals you at 6th) although now that I've written that down it does make it clunkier than just a level bonus).
 

Over all I like that ideas.

I would be wary of a direct comparison between damage and healing numbers in 5e, as I get the impression the intention is always to have healing numbers lower. Also, attacks have to hit to do full damage, a heal does not.

I agree that this looks better themed though than the normal heavy armour melee ones. What about the ability to cast Sanctuary on themselves or others? If they are a more peaceful life deity that is. Also, what about a heal that does a large area, but does not discriminate between friends and foes? I think that could be flavoursome, it is just a big burst of life.

Also, the ability to turn a healing spell into a damaging one against undead could be interesting.
 

I tend to think every cleric should just get potent cantrip, since by level 8 if you're not multiclassed, it's rare that using a weapon is your best option. Or even just make it a choice, instead of linking it to subclass.

The radiance of the healz ability sounds OK on first glance, but then you realize that it's arguably better than Mass Cure Wounds, which is a 5th level spell (the only downside being that it has to originate from you). Granting 6 uses of a 5th level spell at 6th level might be a lot? By comparison the light cleric ability is more in line with a 2nd level spell (a bit better due to the radius and party-friendly nature).
 

I tend to think every cleric should just get potent cantrip, since by level 8 if you're not multiclassed, it's rare that using a weapon is your best option. Or even just make it a choice, instead of linking it to subclass.

The radiance of the healz ability sounds OK on first glance, but then you realize that it's arguably better than Mass Cure Wounds, which is a 5th level spell (the only downside being that it has to originate from you). Granting 6 uses of a 5th level spell at 6th level might be a lot? By comparison the light cleric ability is more in line with a 2nd level spell (a bit better due to the radius and party-friendly nature).
Tone it down to 1d10 or 2d6?
 

1d10 would be a bit unreliable, 2d6 is better. But I'm more concerned about the size of the area, and it's potential to heal 100 people (or 400 halfings). I would leave the healing but reduce the radius to 10' or cap the number of targets.
 

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