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*Dungeons & Dragons
Protection Domain Reworked
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<blockquote data-quote="Redthistle" data-source="post: 6980064" data-attributes="member: 6778305"><p>I agree with you about switching from <em>Protection from Evil and Good</em> to <em>Shield of Faith</em>. </p><p></p><p>However, I'm on the fence regarding <em>Protection from Poison</em>. I view that spell like D&D's answer to an epi-pen: the need for it may be unlikely, but when it's needed, it's <em>NEEDED</em>.</p><p></p><p></p><p></p><p>The change may be fluff, but I like it. </p><p></p><p></p><p></p><p>Good points. I couldn't find anything about "Radiant Armor", either. (For that matter, as a child of the Cold War era, I keep having to remind myself that "radiant" doesn't mean "radioactive". Uh ... it doesn't, does it? Damn! There goes that paranoia again.)</p><p></p><p>As armor, what might protective radiance do? Impose disadvantage on attack rolls by creatures with darkvision, perhaps, which could level the playing field temporarily for non-darkvisioned creatures fighting somewhere in the dark? Provide resistance to radiant or shadow damage-type attacks? Both situational, but as a Channeled Divinity, it's going to be limited to immediate local circumstances, anyway.</p><p></p><p>If imposing disadvantage on creatures with darkvision, I'd grant such a creature a saving throw at the end of each of it's turns vs. Constitution; a successful save would end the disadvantage effect. </p><p></p><p>I like the idea of granting temporary hit points instead of dealing damage, and also making the number of those hit points be 2d10 + twice the cleric level of the PC. As added prevention from taking damage, it's a counterpoint to the Life Domain cleric's healing power, not a copy of it.</p><p></p><p>The duration of other Domains' Channel Divinity varies. I'd make this one last for 1 minute. The Protection Domain cleric would be able to grant the temporary hit points to only one ally during that minute. Whichever round those temporary hit points were gained, they would only last until Radiant Armor itself ended, not for a full minute from the round they were gained. </p><p></p><p></p><p></p><p>As a fan of <em>Blade Ward</em>, I was immediately all for that, but then you mentioned allowing Shield of the Faithful to last to the end of the turn. Given the fluff you proposed above, this notion makes good sense.</p><p></p><p>The original Shield of the Faithful [Protection Fighting Style, as you pointed out] is strictly a combat action. Making it last until the end of the turn would require the Protection Domain cleric to go all Jackie Chan for that turn.</p><p></p><p>Your version, making it more of an extension of divine magic, is much better, in both making the feature more distinctive for the domain and making it a "feels-right" out-growth of the 6th level feature.</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6980064, member: 6778305"] I agree with you about switching from [I]Protection from Evil and Good[/I] to [I]Shield of Faith[/I]. However, I'm on the fence regarding [I]Protection from Poison[/I]. I view that spell like D&D's answer to an epi-pen: the need for it may be unlikely, but when it's needed, it's [I]NEEDED[/I]. The change may be fluff, but I like it. Good points. I couldn't find anything about "Radiant Armor", either. (For that matter, as a child of the Cold War era, I keep having to remind myself that "radiant" doesn't mean "radioactive". Uh ... it doesn't, does it? Damn! There goes that paranoia again.) As armor, what might protective radiance do? Impose disadvantage on attack rolls by creatures with darkvision, perhaps, which could level the playing field temporarily for non-darkvisioned creatures fighting somewhere in the dark? Provide resistance to radiant or shadow damage-type attacks? Both situational, but as a Channeled Divinity, it's going to be limited to immediate local circumstances, anyway. If imposing disadvantage on creatures with darkvision, I'd grant such a creature a saving throw at the end of each of it's turns vs. Constitution; a successful save would end the disadvantage effect. I like the idea of granting temporary hit points instead of dealing damage, and also making the number of those hit points be 2d10 + twice the cleric level of the PC. As added prevention from taking damage, it's a counterpoint to the Life Domain cleric's healing power, not a copy of it. The duration of other Domains' Channel Divinity varies. I'd make this one last for 1 minute. The Protection Domain cleric would be able to grant the temporary hit points to only one ally during that minute. Whichever round those temporary hit points were gained, they would only last until Radiant Armor itself ended, not for a full minute from the round they were gained. As a fan of [I]Blade Ward[/I], I was immediately all for that, but then you mentioned allowing Shield of the Faithful to last to the end of the turn. Given the fluff you proposed above, this notion makes good sense. The original Shield of the Faithful [Protection Fighting Style, as you pointed out] is strictly a combat action. Making it last until the end of the turn would require the Protection Domain cleric to go all Jackie Chan for that turn. Your version, making it more of an extension of divine magic, is much better, in both making the feature more distinctive for the domain and making it a "feels-right" out-growth of the 6th level feature. [/QUOTE]
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