New Domains: Please RuleCheck and see if it's balanced

Leopold

NKL4LYFE
we have some new domains in the Daemonforge world and we would like to have ENWorld's pool of experts tear these aprart and tell us if it's balanced or not. All questions, comments, and concerns, are appreciated and welcomed.



Hive Domain:
Granted Powers: You can breed with any species, and your children will be born as members of the Rattling Race and will spawn in only one month.
Spells:
1- Venomous Being
2- Carapace Armor
3- Spawn Vermin (http://dynamic.gamespy.com/~dnd3e/u...TML/000934.html)
4- Summon Monster IV (Vermin only)
5- Dominate Vermin
6- Royal Jelly
7- Ravenous Horde
8- Creeping Doom
9- Shapechange (Vermin Only)
New Spells: Venomous Being gives you highly poisonous saliva which you can drip on to your weapons. Enemies hit with a weapon treated with this or with a bite attack must save or be affected.
Carapace Armor: Like Barkskin, except with a different cosmetic effect.
Spawn Vermin: Follow the link.
Dominate Vermin: Like Dominate Monster except it can affect as many HD of vermin as your Hit Dice at one time and only affects vermin.
Royal Jelly: As Heroes Feast except it calls forth a great pile of Royal Jelly, the food of the Queen. Identical in all other ways.
Ravenous Horde: As Destruction except those who fail their save are devoured by invisible and ethereal insects, leaving no trace.
Shapechange: You can only turn in to vermin, though no matter what size they are they have your Hit Dice. This can result in much weaker colossal vermin or much stronger small vermin.

Machine Domain:
Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.
Spells:
0 - Detect Machines/Constructs/Golems
1 - Invisibility to Machines/Constructs/Golems
2- Make Whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)




Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Raise Dead
6 – Create Undead
7 – Resurrection
8 – Create Greater Undead
9 – True Resurrection


Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird

Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Hold Monster
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Clone
9 - Freeze Blood (Same effect as Temporal Statis)

Ecstasy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.
0 - Prestidigitation
1 - Hypnotism
2 - Hyponitic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:
Granted Power: You are knowledgable with bladed weapons, you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take a free exotic weapon proficiency for a bladed weapon.
0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight

Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion
Celestial Domain
Granted Power : You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice
Granted Power: You may cast detect lies 1/day.
0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy

Aberrations
Granted Power: You cast transformation spells at +1 caster level
0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:
Granted Power: You may also use psychic items.
0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm

Glamour
Granted Power: You receive a +4 domain Bonus vs Enchantment spells and spell-effects.
0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster

Anyway on to the domains:
Alternate Glamour
Granted Power: You receive a +4 domain bonus vs Illusion spells and spell-effects.
0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird
Fungi:
Granted Power : You receive a +4 domain bonus to all poison and disease saving throws.
0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler
Chains:
Granted Power: Weapon proficiency with one chain weapon.
0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains

Chains:
Granted Power: Gather Information, Intimidate and Sense Motive are class skills.
0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall

Fertility:
Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions
0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Share the pain of Birth – wracks enemy with pain
7 – Greater Restoration
8 – Rebirth – Heals and restores allies and damages undead
9 – Harvest Moon – cuts the life short on target, killing them.














Darkness
Granted Power: You may cast Darkness 1/day as a spell like ability
0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.
 

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previous comment:

I am not about to critique all the spells involved here - but I see some problems already.

1. You are considering giving the barbarian's rage to a cleric as a "domain power" ?? - No - just no.

2. The power of the darkenss domain to see in even magical darkness is unbalancing - outright. A much better and balanced power is the following.

You have darkvision at a range of 60 ft. If you have this ability at a range of less than 30 feet - it increases to 60 ft. If the character has darkvision at a range of greater that 60 ft - the range doubles. This stacks with the effects of the darkvision spell pg 190 PHB
 

previous comment:


quote:
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Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
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I agree with someone above that this is a bit overpowered, but my suggestion would be making them suffer from the same penalties associated with bright light that Dark Elves suffer...unless they want to take the daylight adaptation feat.


quote:
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Celestial Domain
Granted Power : You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
--------------------------------------------------------------------------------



Since this is spell related, should be a WIS bonus, not charisma, imo.


quote:
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Justice
Granted Power: You may cast detect lies 1/day.
--------------------------------------------------------------------------------



Add, "and gain free access to the Skill Focus: Sense Motive feat."


quote:
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Psionics:
Granted Power: You may also use psychic items.
--------------------------------------------------------------------------------



This is more like a divine/psionic prestige class...shouldn't be a domain imo. Get rid of it.


quote:
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Alternate Glamour
Granted Power: You receive a +4 domain bonus vs. Illusion spells and spell-effects.
--------------------------------------------------------------------------------



Make this is a +2, and get rid of the first Glamour domain you listed, use the alternate. Also, casts Illusion spells at +1 caster level.


quote:
--------------------------------------------------------------------------------
Fungi:
Granted Power : You receive a +4 domain bonus to all poison and disease saving throws.
--------------------------------------------------------------------------------



Change this to give the caster immunity to all plant based poisons and toxins.

These are the things I see at a glance...

Cedric
 


Leopold said:
Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)


I'd consider this granted power to be too much, personally; it mimics a class ability that is already mimiced by a third-level spell (madness domain.)

Ecstasy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.

Again, a granted power that's a bit much... I'd say a +2 would be sufficient.

Celestial Domain
Granted Power : You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.


I think that being able to cast a spell (especially more than once per day) is also a bit much for a granted power.

Justice
Granted Power: You may cast detect lies 1/day.

Much less a _fourth level_ spell!


Glamour
Granted Power: You receive a +4 domain Bonus vs Enchantment spells and spell-effects.

Again with the +4, I'd lower it to a +2 and probably make it only against charms.

Alternate Glamour
Granted Power: You receive a +4 domain bonus vs Illusion spells and spell-effects.

Same problem here, a +4 is really too much for such a broad category of saves.

Fungi:
Granted Power : You receive a +4 domain bonus to all poison and disease saving throws.

And here it's even broader...



Darkness
Granted Power: You may cast Darkness 1/day as a spell like ability
0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.

Well, I see a couple of problems here, too... First is the spell for a granted power; second is that they get the SAME spell as a 2nd-level domain spell. Why ever take it as a spell??

I think most of these need some work, keep in mind that a cleric who takes the _best two_ domains of your new ones should be balanced with a cleric who takes the _worst two_ from the PH; they should all be roughly equivelent.
 

Re: Re: New Domains: Please RuleCheck and see if it's balanced

the Jester said:


Well, I see a couple of problems here, too... First is the spell for a granted power; second is that they get the SAME spell as a 2nd-level domain spell. Why ever take it as a spell??

I think most of these need some work, keep in mind that a cleric who takes the _best two_ domains of your new ones should be balanced with a cleric who takes the _worst two_ from the PH; they should all be roughly equivelent.


that's why i posted them here for review. I was aware that they were a tad overpowered but still I posted them here for everyone to debunk them. It is a learning process for us on the DF board to get these domains balanced and all comments are apprecieated.
 


Leopold and DF folks:

If you want Me to take a look at this - I would like to see a full text here - as in editing the thing from start to finish.

I have done this for three different settings before - two of these settings are now published. As I like a bit of anonyminity, I don't want to discuss anything more than that.

If you could arrange for Me to recieve a MS word file - I could rule check the whole document in a couple of weeks - given some free weekends here, which may or may not happen.
 

Well I could propably mail you everything that has been done.

But what do you mean by full document? Information on the patrons/gods or just the domains?

You can mail me so I can send all the relevant material that there is at the time...
 


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