New Domains

Stone Angel

First Post
Is there any supplement that gives rules or guidelines to creating new domains? I am going to check deities and demi-gods now. I don't remember seeing any such section. Thanks for any help guys.

The Seraph of Earth and Stone
 

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Well, the most you need to balance is Granted Power vs. Granted Spells, for the most part. Even the "good" domains in the PHB you can, by the rules, mix and match as you like if you want (Strength and War, for instance), but those have either rather unimpressive spells (Strength gives you some Bigby fun at higher levels, but the hand spells are rather unimpressive for their level in general), or mediocre granted powers (Taking the War domain is like taking a level of fighter that sucks).

As a general rule, you can include as a granted power something that's about equal to two general feats as long as the domain spells only use Cleric spells, and don't use any earlier levels. If you weaken the granted power a bit (to about the power of one feat), feel free to poach from others' spell lists, but don't change the levels (or even give them a level higher), and don't make them the signature spells of other classes(there's a reason a Fire cleric doesn't have Fireball, after all).

To be careful, check the domain's power against what a normal cleric with the domains from the PHB is capable of -- if your domain seems like it is very appealing to choose, it's probably too potent.

I guess that's not extremely helpful, but it's some rough guidelines. ^_^;
 

And then there's the Travel domain, which is quite a bit overpowered compared to those guidelines... powerful granted power, and many of the spells on the list are wizard spells.
 


Eh, I think Travel gets a worse rap than it deserves in general. ;) It's a 'problem domain' because it makes it virtually impossible to capture, chase, or contain the PC -- they have to *want* to be where they are. :)

That said, the granted power is no real super shakes, I think. It's potent for your first two levels (helps you resist things like Hold Person, but after that you've got the spell on your list normally, so it's just kind of extra ensurance against magical effects (and makes it so the cleric can get to others to grant them the spell itself).

The spells are nice, but they just make you really versatile in your methods of escape. They make it easy to run away, but not to succeed in your mission (unless your mission is just point A to point B travel, but, then, one who worships a power of travel should probably be able to do that. ;)).
 

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