New Divine Domain: WRATH domain

Storm!

First Post
Working on a new divine domain for clerics in my 5E game. The idea is to represent clerics who worship "Old-Fashioned" gods. Gods that are not necessarily outright evil, but hold their followers to rigorous standards, and are quick to punish those that displease them.
Game-mechanically, its supposed to be a kind of "Blaster Cleric" kind of like the light or tempest domain, but with a different flavor. Any suggestions on balance/playability is greatly appreciated, as well as advice on making the writing greater match the grammar/style of the PHB.




Wrath Domain
Archetype Type: Divine Domain​

Destruction of Sodom.jpg


Gods that grant the Wrath Domain are typically not Gods of Wrath themselves, but usually powerful deities with demanding edicts or strictly enforced covenants. They may often be disappointed with their followers for whom they have established a covenant with, or the mortal races as a whole. Clerics of the wrath domain are charged with guiding the God’s believers to follow a righteous and humble path, and are granted powers to punish those who do not.

Wrath Domain Spells
Cleric LevelSpells
1stCommand, Hellish Rebuke
3rdEnthrall, Gust of Wind
5thCall Lightning, Fear
7thHallucinatory Terrain, Ice Storm
9thDream, Flame Strike
Harrowing Revelations
At 1st level, you gain proficiency in Intimidation.
Your proficiency bonus is doubled for any ability check that uses Intimidation.

Dark Portent
Also at 1st level, you awaken each morning with a limited awareness of the terrible wrath your God has in store for the impious. When you finish a long rest, roll two d10s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by a creature that you can see with one of these doom rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each doom roll can be used only once. When you finish a long rest, you lose any unused doom rolls.
When you reach 14th level, you roll three d10s for your Dark Portent feature, rather than two.

Channel Divinity: Heavenly Censure
Starting at 2nd level, you can use your Channel Divinity to punish the arrogant and spare the humble.
As an action, you present your holy symbol, and bolts of lightning target creatures within 30 feet of you that do not have the prone condition, including yourself. Each non-prone creature must make a Dexterity saving throw. A creature takes lightning or necrotic damage (your choice) equal to 3d8 + your cleric level on a failed saving throw, and half as much damage on a successful one. In addition, if they fail their save, they fall prone.

Portent of Catastrophe
Starting at 6th level, if more than one creature rolls a saving throw simultaneously from a single effect (Such as one of your cleric spells), you can choose to replace all of their rolls with 1 of your Doom rolls.

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

Final Judgement
Starting at 17th level, you gain Disintegrate, firestorm, tsunami, and storm of vengeance as domain spells.
You can cast 1 of these spells at its lowest level without consuming a spell slot, and deal maximum damage instead of rolling. Once you use this feature, you must finish a long rest before you can use it again.
 
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Regarding Dark Portent's doom rolls, it seems to me that it would be more in keeping with the RAI to replace it with being able to impose disadvantage, instead.

The sentence "You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these doom rolls" doesn't make sense to me. When would a character ever want to impose a doom roll on his or her own roll? Is there a self-flagellation aspect to the Wrath domain?

Those two critiques aside, I really like this concept. Like some of the best inventions, it addresses a need in the game that I didn't know I had.
 

I would totally agree with you, but the only reason I'm not certain about changing the mechanic to just advantage/disadvantage is that Dark portent is almost a total carbon copy of the PHB Diviner's Portent ability, only taking away some of the utility and emphasizing the gloominess of it by only using d10s for what is normally a d20 roll. Also, I love regular portent and think the concept has room to be developed in other archetypes, hence I've tried playing with it here.

On your second point, there is actually kind of a self-flagellation aspect to it. The Wrath Priest is not always any safer from his own God's wrath than anyone else, that's why Heavenly Censure will hit the casting cleric if he's not prone as well. With that said, you're right, and I can't really see in practice why anybody would want to actually use this on themselves. To make that glaring "oddness" stand out less, I'll change it to only being allowed to effect other creature's rolls.

And thank you!
 
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