Must have Cleric Domains

Meatboy

First Post
Just looking for a little input all. I am working on a homebrew d20 game just for the fun of it. Its meant to be a stripped down 3.x game and I was wondering what the must have domains for cleric might be. I already have war, magic, strength and nature, I also have ideas for a few others but was just looking at suggestions from the forum folk here. I will probably forgo the elemental ones and maybe the good/evil, law/order ones too.
 

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oh... Excellent question!

However, you need to be much more specific. The great thing about domains is granting flexibility and customization across Cleric builds.

When you say "Must haves", I ask you, "Must have... for what?"

What do you mean when you say stripped down version of 3.5? which books are you using and banning? Until we have an idea of what you are going for, answering your question will be tough.
 

Without knowing more, I would say Knowledge is pretty essential. How many pantheons (fantasy or those from real cultures) don't have a god of knowledge? Protection is also important. Healing is also pretty quintessential for D&D.
 

[MENTION=6674868]RUMBLETiGER[/MENTION]
by stripped down I mean stripped down. The game is meant for use in one shot or limited adventure arcs. So there is little to no leveling, but characters are tougher in general. Only 4 classes Fighter, Mage, Thief, Cleric with each having a list of class abilities to pick from plus dual classing. Limited racial choices only 5 with each race having a small selection of racial abilities to pick from.

I am drawing only from the SRD and am trying to make a game that has the feel of 3.x DnD but with only 50 pages needed to run the game.
The biggest thing I've done is slashing spell levels now instead of spell slots for every level of spell 1-9 there are only 2 types of spells, both take up the same slots. There are cantrips which cover basic low level things and once "memorized" can be cast infinitely. The other type are just spells which once cast are lost until a spell caster re memorizes them.

For clerics in general there is only a small list of basic spells they can draw from but they get a domain which grants them access to more spells and usually some other way to use their turn undead ability. Hopefully making clerics "feel" very different just by which domain you pick. So the War domain ends up with the cleric having a lot of stuff that makes them play like a Paladin would while the nature domain makes you more like a druid.

Now because domains have such an impact on how clerics play and because I am trying to keep the page count as low as I can I was wondering what gods characters are most likely to worship and what domains they think are must have.
 

@Ahnehois

Good call those were some that I had been mulling over too. But I am not sure how healing would help if healing spells were already part of the clerics normal spell list... Perhaps being able to use turn undead as healing hands plus some ranged or area of effect healing spells... gets me thinking at least. Thanks!
 

"Sun" is unneeded, that can be folded into "Fire".

"Death" is unneeded and can be folded into "Destruction"

"Healing" is excessive given the amount of cure spells clerics have and folding it into" Protection" will be fine.
 

"Sun" is unneeded, that can be folded into "Fire".

"Death" is unneeded and can be folded into "Destruction"

"Healing" is excessive given the amount of cure spells clerics have and folding it into" Protection" will be fine.

Well I am probably not using fire or any other the other elemental ones so I might keep Sun, maybe. Death into destruction could work but I what about clerics dedicated to gods of the dead? At least as far as RW pantheons go sun and death are pretty much ubiquitous.

Healing into protection sounds like a good fit.
 

When I think "Stripped Down" I think Microlight20.

Does Microlight do Domains?

If you truly want to go stripped down, into those 4 classes, why not do away with domains, and just make the Divine spells available to all Clerics? Maybe limit the Aligned spells to PC alignment, otherwise just make them spells on the ordinary divine list prepared like any other spell.

I have a hard time processing in my little brain both your offered explanation of "Stripped Down" and "Cherry Picked Domains"

...But just 'cause my brain can't help you, doesn't mean these other fine people can't.
 

When I think "Stripped Down" I think Microlight20.

Does Microlight do Domains?

If you truly want to go stripped down, into those 4 classes, why not do away with domains, and just make the Divine spells available to all Clerics? Maybe limit the Aligned spells to PC alignment, otherwise just make them spells on the ordinary divine list prepared like any other spell.

I have a hard time processing in my little brain both your offered explanation of "Stripped Down" and "Cherry Picked Domains"

...But just 'cause my brain can't help you, doesn't mean these other fine people can't.

Micro light 20 is truly "stripped" down and since IIRC the whole of their rules fits on 2 or 3 sheets of paper I don't think they do domains.
Like I said this is just for fun to see if I can do it. For the most part when I play Dnd I don't need 3 books at close to 300 pages each. But I still want something with some meat to it so ML20 is not for me.
As for why not just ditch domains they allow me a way to have things like druids and paladins with out actually having to write a new class into the game. Plus personally I never play clerics and don't see the appeal so I wanted to play with the class and have something that fills the classic cleric role while being something that I wouldn't mind playing.
 

Simplifying and giving many options are somewhat mutually exclusive. The current domain rules are somewhat complex. You can create tons of various with the combination of domains (and feats and such). Also, each domains are not equally powerful. Thus, I do not recommend to use the existing D&D 3.5e domains as they are.


Well, If I were you, I will only use either Domain granted powers or Domain spells. And in either way, I will re-arrange, simplify, and try to make each domains equally powerful.

If I choose the former, I will make each Domain powers as simple as possible. Say, a +1 bonus to something and such.

If I choose the latter. I will likely to make 2-4 or so of domains which I like, make domain spell lists, and simply make those spells available only to a cleric of certain domain. A cleric should have only 1 domain. And If I were you I will get rid of domain spell slot rule for make it simple.

Also, making Wizard and Cleric as spontaneous casters like Sorcerer will be good for simplifying the rules. It will also make the game faster.
 

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