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New Cleric Domain: Strategy (Former Planning)

Enricorix

First Post
Strategy Domain
Strategy has many manifestations. It can make masters of planning. From battleground tacticians or masters of strategy board games. In either case, the gods of strategy watch over warlords and commanders and reward them for their great deeds. The clerics of such gods excel in planning, inspiring others to the use of careful tactics in battle to achieve victory, under the belief that sound strategy was the best way to win a battle with the most favorable outcome. Gods of strategy include champions of nobility and chivalry (Apollo, Vör, Helm, Kiri-Jolith, Red Kinight and Siamorphe) as well as gods of cunning (such as Loki, Orunmila, Quetzalcoatl, Merrshaulk and Ilneval).

Strategy Domain Spells
Cleric Level
Spells
1st
command, shield of faith
3rd
augury, spiritual weapon
5th
clairvoyance, crusader's mantle
7th
locate creature, stoneskin
9th
hold monster, scrying,
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor. You also add your proficiency bonus in Intelligence checks involving strategy board games such as chess, chaturaji, the game of go, lanceboard and dragonchess.

Extended Spell
Also at 1st level, when you cast a spell that has duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use this feature a number o f times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Grandmaster’s Watch
Starting at 2nd level, you can use your Channel Divinity to determine the condition of creatures within the 30 feet of you. You instantly knows whether each visible creature within the area is dead, dying, gravely wounded, and their conditions such blinded, charmed, deafened, frightened, incapacitated, paralyzed etc. This ability foils any spell or ability that allows creatures to feign death.

Channel Divinity: Discomfit Opponent
At 6th level, when a creature within 30 feet of you, makes an attack roll, you can use your reaction to impose disadvantage to that creature’s attack roll, using your Channel Divinity. You make this choice after the DM announces the attack, but before the DM says whether the attack hits or misses.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Time Stop
At 17th level, once per day as an action, you can cast time stop. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect ends if one o f the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.


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Time stop is a level 9 spell that wizards gain access to at level 17. It is extremely powerful. You are giving it to the cleric at level 9. Also, no other domain gives clerics spells above 5th level. So I suggest you replace it with a 5th level spell.
 

Strategy Domain
Strategy has many manifestations. It can make masters of planning. From battleground tacticians or masters of the lanceboard. In either case, the gods of battlefields watch over warlords and commanders and reward them for their great deeds. The clerics of such gods excel in planning, inspiring others to the use of careful tactics in battle to achieve victory, under the belief that sound strategy was the best way to win a battle with the most favorable outcome. Gods of strategy include champions of nobility and chivalry (Helm, Kiri-Jolith, Red Kinight and Siamorphe) as well as gods of cunning (such as Merrshaulk, Loki and Ilneval).

Strategy Domain Spells
Cleric LevelSpells
1stcommand, shield of faith
3rdclairvoyance, spiritual weapon
5thlocate creature, crusader’s mantle
7thheroes’ feast, stoneskin
9thscrying, time stop
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Extended Spell
Also at 1st level, when you cast a spell that has duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use this feature a number o f times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: God’s Watch
Starting at 2nd level, you can use your Channel Divinity to determine the condition of creatures within the 30 feet of you. You instantly knows whether each visible creature within the area is dead, dying, gravely wounded, and their conditions such blinded, charmed, deafened, frightened, incapacitated, paralyzed etc. This ability foils any spell or ability that allows creatures to feign death.

Channel Divinity: God’s Gambit
At 6th level, when a creature within 30 feet of you, makes an attack roll, you can use your reaction to impose disadvantage to that creature’s attack roll, using your Channel Divinity. You make this choice after the DM announces the attack, but before the DM says whether the attack hits or misses.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Lanceboard’s Aspect
At 17th level, you have mastered of combat spellcasting and weapon use in the battlefield. When you use your action to cast a cleric spell, you can make one weapon attack as a bonus action.

Why would they get martial weapons and Potent Spellcasting? The other domains get better melee attacks or better spellcasting. Seems odd to give them a bit of both, or is that part of the Strategy theme?

I had to look up who Lanceboard is. I'd re-name it so it's more generic. Otherwise, the features look good.
 

Time stop is a level 9 spell that wizards gain access to at level 17. It is extremely powerful. You are giving it to the cleric at level 9. Also, no other domain gives clerics spells above 5th level. So I suggest you replace it with a 5th level spell.

They've confused cleric level with spell level, but it's not broken as it's just extra spells known, not spell slots so they wouldn't get any benefit until 17th level.
 

That was the 3.5 domain from Forgotten Realms (Faiths and Pantheons)...

The former planning domain granted the Extend Spell metamagic feat as granted power.

The spell list was:

1st Deathwatch
2nd Augury
3rd Clairaudience/Clairvoyance
4th Status
5th Detect Scrying
6th Heroes' Feast
7th Greater Scrying
8th Discern Location
9th Time Stop

I've made the former Deathwatch and Status spella domain feature/channel divinity power. I think this domain is a bit of an hybrid of support and combat capabilities, since "Strategy" in this case is linked to warfare. I could give to it some more game/war games pinches and flavor.

A cleric that focuses in some aspects of battleground capabilities but not entirely in hand to hand combat itself. But they still know how to fight in the battlefield basis, being more supportive than clerics with the War Domain that are more combative.

I think I will change the spell list, Contingency is a type of spell that emphasizes the "planning aspect" of the domain, and it is a very strategic spell.

I will change the 17th level power's name to something more generic too.
 

That was the 3.5 domain from Forgotten Realms (Faiths and Pantheons)...

The former planning domain granted the Extend Spell metamagic feat as granted power.

The spell list was:

1st Deathwatch
2nd Augury
3rd Clairaudience/Clairvoyance
4th Status
5th Detect Scrying
6th Heroes' Feast
7th Greater Scrying
8th Discern Location
9th Time Stop

I've made the former Deathwatch and Status spella domain feature/channel divinity power. I think this domain is a bit of an hybrid of support and combat capabilities, since "Strategy" in this case is linked to warfare. I could give to it some more game/war games pinches and flavor.

A cleric that focuses in some aspects of battleground capabilities but not entirely in hand to hand combat itself. But they still know how to fight in the battlefield basis, being more supportive than clerics with the War Domain that are more combative.

I think I will change the spell list, Contingency is a type of spell that emphasizes the "planning aspect" of the domain, and it is a very strategic spell.

I will change the 17th level power's name to something more generic too.

OK, just keep in mind that in 5e the domains give 2 1st level spells, 2 second level spells, 2 third level spells, 4th levels spells and two 5th level spells. Some of those are generally already on the cleric spell list. About 1/3 to 1/2 are from other spell lists. You probably want to balance the domain against the other domains so that planning/strategy is a good option but isn't far more powerful than the others because players shouldn't feel punished for not choosing the strategy domain.
 

Yes, I've balanced the spell list, and changed the 17th level power, now the cleric has the ability to cast once per day time stop, since it was one of the attractive features of the old domain. And I think it's not too powerful in comparison of other domains that has unlimited uses for their power for the same level.

But I'm still working...
 

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