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New Domains - Craft, Justice, Moon, and Trade
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<blockquote data-quote="SteelDraco" data-source="post: 5560528" data-attributes="member: 359"><p>I put the following domains together for my campaign - they're just gaps I felt weren't adequately filled by existing domains. Craft and Trade already existed as subdomains, to some extent, but I didn't think they were sufficient. Thoughts?</p><p></p><p><strong>Craft</strong></p><p></p><p>Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. </p><p></p><p>Perfectionist (Ex): You gain a sacred bonus to all Craft checks equal to one-half your cleric level. You also gain this bonus on any Spellcraft checks to make a magic item. Any item you personally craft gains 2 points of hardness and 5 additional hit points. This bonus increases by 2 hardness and 5 hit points per five levels you possess (at 5th, 10th, etc).</p><p></p><p>Master Craftsman: At 6th level, you gain the benefits of the Master Craftsman feat with all Craft skills you possess, allowing you to duplicate the Craft Magic Arms and Armor and Craft Wondrous Item feats.</p><p></p><p>1st - crafter's fortune, 2nd - make whole, 3rd - locate object, 4th - minor creation, 5th - major creation, 6th - hardening, 7th - rampart, 8th - iron body, 9th - polymorph any object</p><p></p><p><strong>Justice</strong></p><p></p><p>Seeker of Justice (Su): Once per day as a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger's favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every four levels. The bonus granted by this ability increases by +2 for every eight levels.</p><p></p><p>Subduing Strike (Ex): You are trained in bringing back fugitives alive so that they make face justice. You may choose to deal nonlethal damage with a weapon without suffering the normal -4 to your attack rolls.</p><p></p><p>Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a swift action. This has two effects. First, any weapon you wield gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. Second, any damaging spell you cast is modified as if by the Merciful Spell metamagic feat. You may use this ability a number of rounds per day equal to your level. These rounds don't need to be consecutive.</p><p></p><p>1st - command, 2nd - zone of truth, 3rd - blood biography, 4th - discern lies, 5th - mark of justice, 6th - geas, 7th - sequester, 8th - discern location, 9th - soul bind</p><p></p><p>Justice Subdomain - Redemption</p><p></p><p>Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice.</p><p></p><p>Alternate spells: 1st - sanctuary, 2nd - calm emotions, 3rd - crushing despair, 5th - atonement, 9th - miracle</p><p></p><p>Justice Subdomain - Retribution</p><p></p><p>Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30' of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Subduing Strike and Take Them Alive.</p><p></p><p>Alternate spells: 1st - divine favor, 3rd - pain strike, 6th - spell turning, 7th - phantasmal revenge</p><p></p><p><strong>Moon</strong></p><p></p><p>Moonbeam (Su): You can project a ray of moonlight for your outstretched hand at a target within 30. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon' essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30' of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level.</p><p></p><p>1st - hypnotism, 2nd - owl's wisdom, 3rd - guiding star, 4th - moonstruck, 5th - dream, 6th - cloak of dreams, 7th - shadow walk (must be cast at night, called moon bridge by the faithful), 8th - scintillating pattern, 9th - etherealness</p><p></p><p><strong>Trade</strong></p><p></p><p>Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%.</p><p></p><p>1st - comprehend languages, 2nd - eagle's splendor, 3rd - locate object, 4th - treasure stitching, 5th - secret chest, 6th - guards and wards, 7th - greater scrying, 8th - sympathy, 9th - miracle</p><p></p><p>Subdomain: Greed</p><p></p><p>Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30'. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman.</p><p></p><p>Alternate spells: 1st - ant haul, 2nd - retrieve item, 3rd - create treasure map, 5th - covetous aura</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5560528, member: 359"] I put the following domains together for my campaign - they're just gaps I felt weren't adequately filled by existing domains. Craft and Trade already existed as subdomains, to some extent, but I didn't think they were sufficient. Thoughts? [b]Craft[/b] Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. Perfectionist (Ex): You gain a sacred bonus to all Craft checks equal to one-half your cleric level. You also gain this bonus on any Spellcraft checks to make a magic item. Any item you personally craft gains 2 points of hardness and 5 additional hit points. This bonus increases by 2 hardness and 5 hit points per five levels you possess (at 5th, 10th, etc). Master Craftsman: At 6th level, you gain the benefits of the Master Craftsman feat with all Craft skills you possess, allowing you to duplicate the Craft Magic Arms and Armor and Craft Wondrous Item feats. 1st - crafter's fortune, 2nd - make whole, 3rd - locate object, 4th - minor creation, 5th - major creation, 6th - hardening, 7th - rampart, 8th - iron body, 9th - polymorph any object [b]Justice[/b] Seeker of Justice (Su): Once per day as a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger's favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every four levels. The bonus granted by this ability increases by +2 for every eight levels. Subduing Strike (Ex): You are trained in bringing back fugitives alive so that they make face justice. You may choose to deal nonlethal damage with a weapon without suffering the normal -4 to your attack rolls. Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a swift action. This has two effects. First, any weapon you wield gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. Second, any damaging spell you cast is modified as if by the Merciful Spell metamagic feat. You may use this ability a number of rounds per day equal to your level. These rounds don't need to be consecutive. 1st - command, 2nd - zone of truth, 3rd - blood biography, 4th - discern lies, 5th - mark of justice, 6th - geas, 7th - sequester, 8th - discern location, 9th - soul bind Justice Subdomain - Redemption Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice. Alternate spells: 1st - sanctuary, 2nd - calm emotions, 3rd - crushing despair, 5th - atonement, 9th - miracle Justice Subdomain - Retribution Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30' of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Subduing Strike and Take Them Alive. Alternate spells: 1st - divine favor, 3rd - pain strike, 6th - spell turning, 7th - phantasmal revenge [b]Moon[/b] Moonbeam (Su): You can project a ray of moonlight for your outstretched hand at a target within 30. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon' essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30' of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level. 1st - hypnotism, 2nd - owl's wisdom, 3rd - guiding star, 4th - moonstruck, 5th - dream, 6th - cloak of dreams, 7th - shadow walk (must be cast at night, called moon bridge by the faithful), 8th - scintillating pattern, 9th - etherealness [b]Trade[/b] Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%. 1st - comprehend languages, 2nd - eagle's splendor, 3rd - locate object, 4th - treasure stitching, 5th - secret chest, 6th - guards and wards, 7th - greater scrying, 8th - sympathy, 9th - miracle Subdomain: Greed Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30'. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman. Alternate spells: 1st - ant haul, 2nd - retrieve item, 3rd - create treasure map, 5th - covetous aura [/QUOTE]
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