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.
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.