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New Divine Domain: WRATH domain
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<blockquote data-quote="Storm!" data-source="post: 6675813" data-attributes="member: 6799479"><p>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.</p><p> 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.</p><p></p><p>[HR][/HR]</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Wrath Domain</strong></span></p> <p style="text-align: center"><em>Archetype Type: </em>Divine Domain</p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH]69630[/ATTACH]</p> <p style="text-align: center"></p> <p style="text-align: center"></p><p></p><p> 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.</p><p> </p><p><strong>Wrath Domain Spells</strong></p><table style='width: 100%'><tr><td><strong>Cleric Level</strong></td><td><strong>Spells</strong></td></tr><tr><td>1[SUP]st[/SUP]</td><td>Command, Hellish Rebuke</td></tr><tr><td>3[SUP]rd[/SUP]</td><td>Enthrall, Gust of Wind</td></tr><tr><td>5[SUP]th[/SUP]</td><td>Call Lightning, Fear</td></tr><tr><td>7[SUP]th[/SUP]</td><td>Hallucinatory Terrain, Ice Storm</td></tr><tr><td>9[SUP]th[/SUP]</td><td>Dream, Flame Strike</td></tr></table><p><strong>Harrowing Revelations </strong></p><p>At 1[SUP]st[/SUP] level, you gain proficiency in Intimidation.</p><p> Your proficiency bonus is doubled for any ability check that uses Intimidation.</p><p> </p><p><strong>Dark Portent</strong></p><p>Also at 1[SUP]st[/SUP] 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.</p><p> When you reach 14[SUP]th[/SUP] level, you roll three d10s for your Dark Portent feature, rather than two.</p><p> </p><p><strong>Channel Divinity: Heavenly Censure</strong></p><p>Starting at 2[SUP]nd[/SUP] level, you can use your Channel Divinity to punish the arrogant and spare the humble.</p><p> 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.</p><p> </p><p><strong>Portent of Catastrophe</strong></p><p>Starting at 6[SUP]th[/SUP] 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.</p><p> </p><p><strong>Potent Spellcasting</strong></p><p>Starting at 8[SUP]th[/SUP] level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p> </p><p><strong>Final Judgement</strong></p><p>Starting at 17[SUP]th[/SUP] level, you gain <em>Disintegrate</em>, <em>firestorm</em>, <em>tsunami</em>, and <em>storm of vengeance</em> as domain spells.</p><p> 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.</p></blockquote><p></p>
[QUOTE="Storm!, post: 6675813, member: 6799479"] 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. [HR][/HR] [CENTER][SIZE=5][B]Wrath Domain[/B][/SIZE] [I]Archetype Type: [/I]Divine Domain[/CENTER] [CENTER] [ATTACH=CONFIG]69630._xfImport[/ATTACH] [/CENTER] 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. [B]Wrath Domain Spells[/B] [TABLE][TR][TD][B]Cleric Level[/B][/TD][TD][B]Spells[/B][/TD][/TR][TR][TD]1[SUP]st[/SUP][/TD][TD]Command, Hellish Rebuke[/TD][/TR][TR][TD]3[SUP]rd[/SUP][/TD][TD]Enthrall, Gust of Wind[/TD][/TR][TR][TD]5[SUP]th[/SUP][/TD][TD]Call Lightning, Fear[/TD][/TR][TR][TD]7[SUP]th[/SUP][/TD][TD]Hallucinatory Terrain, Ice Storm[/TD][/TR][TR][TD]9[SUP]th[/SUP][/TD][TD]Dream, Flame Strike[/TD][/TR][/TABLE][B]Harrowing Revelations [/B] At 1[SUP]st[/SUP] level, you gain proficiency in Intimidation. Your proficiency bonus is doubled for any ability check that uses Intimidation. [B]Dark Portent[/B] Also at 1[SUP]st[/SUP] 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 14[SUP]th[/SUP] level, you roll three d10s for your Dark Portent feature, rather than two. [B]Channel Divinity: Heavenly Censure[/B] Starting at 2[SUP]nd[/SUP] 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. [B]Portent of Catastrophe[/B] Starting at 6[SUP]th[/SUP] 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. [B]Potent Spellcasting[/B] Starting at 8[SUP]th[/SUP] level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. [B]Final Judgement[/B] Starting at 17[SUP]th[/SUP] level, you gain [I]Disintegrate[/I], [I]firestorm[/I], [I]tsunami[/I], and [I]storm of vengeance[/I] 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. [/QUOTE]
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