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Water Domain, Work in Progress
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<blockquote data-quote="MechaPilot" data-source="post: 7487932" data-attributes="member: 82779"><p><span style="font-size: 12px">I'm working on a water domain for my homebrew setting, and I was hoping to get some opinions about the following features, but most especially on the Channel Divinity feature. I was designing the Channel Divinity: Drown feature for the 2nd level domain spot, but it feels like it's powerful enough to get put in the 6th level domain spot. It's a bit like a monk's stunning strike, only with certain downsides the stunning strike doesn't have (namely, it doesn't impose all the penalties of the stunned condition on the target) but it has some features the stunning strike doesn't have (primarily the ability to maintain the effect and to kill with it given enough time maintaining it).</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Any thoughts, concerns and constructive criticisms are welcome and most appreciated. Thank you.</span></p><p></p><p> </p><p><span style="font-size: 15px">Aquatic</span></p><p><span style="font-size: 10px"><span style="font-size: 12px">When you choose this domain at 1st level, you gain a 30-foot swim speed, the ability to breathe water, and proficiency with the Aquan language. If you’re an aquatic creature that already has a swim speed and can breathe water you gain a walking speed and the ability to breathe air. If you’re an amphibious creature that already has both a walking and a swimming speed and can breathe both air and water (such as a Siren) your swim speed increases by an amount equal to 5 feet times your proficiency modifier.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p><span style="font-size: 15px">Channel Divinity: Aquatic or Elemental Turning</span></p><p><span style="font-size: 10px"><span style="font-size: 12px">Starting at 2nd level, choose one of the following abilities:</span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 15px">A Light In The Deep</span></span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">You can use your Channel Divinity to turn hostile aquatic beasts as if they were undead. When you use this ability in water your holy symbol radiates heat and light, warming the water to 70° F and shedding bright light out to a 30-foot radius.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 15px">Elemental Turning</span></span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">You can use your Channel Divinity to turn elemental creatures of fire or water as if they were undead.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p><span style="font-size: 15px">Channel Divinity: Drown</span></p><p><span style="font-size: 10px"><span style="font-size: 12px">Starting at 6th level, you can use your Channel Divinity to fill the lungs of an air-breathing creature with water.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">As an action, choose one enemy within 30 feet of you, present your holy symbol and speak a prayer to drown your foe. The target must make a Constitution saving throw. If the creature fails its saving throw it’s lungs begin filling with water faster than it can be expelled. The target can’t speak, its speed is cut in half, it has disadvantage on all attack rolls, as well as on all Strength and Dexterity ability checks and saving throws, and attack rolls against the creature have advantage.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water).</span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">You can maintain this effect by remaining within 30 feet of your target, concentrating on it, and spending an action on your turn. If you do, the target can repeat the Constitution saving throw at the end of its turn. A success means the target throws off the effect and spends that turn coughing the water from its lungs. A failed saving throw means the target continues to suffocate.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px">Might of the Oceans</span></p><p><span style="font-size: 12px">Starting at 8th level, you gain the ability to infuse your weapon strikes with the cold and crushing pressures of the ocean floor. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d4 bludgeoning and 1d4 cold damage to the target. When you reach 14th level, the extra damage increases to 1d8 bludgeoning and 1d8 cold.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 15px">Divine Storm</span></p><p><span style="font-size: 12px">Starting at 17th level, when you use the Control Weather spell to increase precipitation and wind strength, the effects will continue after you stop concentrating. However, you won’t be able to change the weather conditions again until you re-cast the Control Weather spell). Once you cease concentrating the effects continue for twice as many hours as you spent concentrating on the spell. This means concentrating for the full 8 hours will result in the effects continuing for 16 hours after you stop concentrating.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Also, by performing an 8-hour ritual and spending 13 spell points you can create a tsunami to strike a coastal area. The Tsunami creates a wave a mile long that rises 100 feet tall. When it hits, it crashes against everything within 300 feet of the water’s edge, dealing 10d6 bludgeoning damage and sweeping away any unsecured objects. Creatures caught in the tsunami must make a Strength saving throw or else be knocked prone and carried to the far edge of the affected area.</span></p><p><span style="font-size: 12px"></span></p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7487932, member: 82779"] [SIZE=3]I'm working on a water domain for my homebrew setting, and I was hoping to get some opinions about the following features, but most especially on the Channel Divinity feature. I was designing the Channel Divinity: Drown feature for the 2nd level domain spot, but it feels like it's powerful enough to get put in the 6th level domain spot. It's a bit like a monk's stunning strike, only with certain downsides the stunning strike doesn't have (namely, it doesn't impose all the penalties of the stunned condition on the target) but it has some features the stunning strike doesn't have (primarily the ability to maintain the effect and to kill with it given enough time maintaining it). Any thoughts, concerns and constructive criticisms are welcome and most appreciated. Thank you.[/SIZE] [SIZE=4]Aquatic[/SIZE] [SIZE=2][SIZE=3]When you choose this domain at 1st level, you gain a 30-foot swim speed, the ability to breathe water, and proficiency with the Aquan language. If you’re an aquatic creature that already has a swim speed and can breathe water you gain a walking speed and the ability to breathe air. If you’re an amphibious creature that already has both a walking and a swimming speed and can breathe both air and water (such as a Siren) your swim speed increases by an amount equal to 5 feet times your proficiency modifier.[/SIZE] [/SIZE] [SIZE=4]Channel Divinity: Aquatic or Elemental Turning[/SIZE] [SIZE=2][SIZE=3]Starting at 2nd level, choose one of the following abilities:[/SIZE] [SIZE=3] [SIZE=4]A Light In The Deep[/SIZE][/SIZE] [SIZE=3]You can use your Channel Divinity to turn hostile aquatic beasts as if they were undead. When you use this ability in water your holy symbol radiates heat and light, warming the water to 70° F and shedding bright light out to a 30-foot radius.[/SIZE] [SIZE=3] [SIZE=4]Elemental Turning[/SIZE][/SIZE] [SIZE=3]You can use your Channel Divinity to turn elemental creatures of fire or water as if they were undead.[/SIZE] [/SIZE] [SIZE=4]Channel Divinity: Drown[/SIZE] [SIZE=2][SIZE=3]Starting at 6th level, you can use your Channel Divinity to fill the lungs of an air-breathing creature with water. As an action, choose one enemy within 30 feet of you, present your holy symbol and speak a prayer to drown your foe. The target must make a Constitution saving throw. If the creature fails its saving throw it’s lungs begin filling with water faster than it can be expelled. The target can’t speak, its speed is cut in half, it has disadvantage on all attack rolls, as well as on all Strength and Dexterity ability checks and saving throws, and attack rolls against the creature have advantage. A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water). You can maintain this effect by remaining within 30 feet of your target, concentrating on it, and spending an action on your turn. If you do, the target can repeat the Constitution saving throw at the end of its turn. A success means the target throws off the effect and spends that turn coughing the water from its lungs. A failed saving throw means the target continues to suffocate.[/SIZE] [/SIZE][SIZE=4]Might of the Oceans[/SIZE] [SIZE=3]Starting at 8th level, you gain the ability to infuse your weapon strikes with the cold and crushing pressures of the ocean floor. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d4 bludgeoning and 1d4 cold damage to the target. When you reach 14th level, the extra damage increases to 1d8 bludgeoning and 1d8 cold. [/SIZE] [SIZE=4]Divine Storm[/SIZE] [SIZE=3]Starting at 17th level, when you use the Control Weather spell to increase precipitation and wind strength, the effects will continue after you stop concentrating. However, you won’t be able to change the weather conditions again until you re-cast the Control Weather spell). Once you cease concentrating the effects continue for twice as many hours as you spent concentrating on the spell. This means concentrating for the full 8 hours will result in the effects continuing for 16 hours after you stop concentrating. Also, by performing an 8-hour ritual and spending 13 spell points you can create a tsunami to strike a coastal area. The Tsunami creates a wave a mile long that rises 100 feet tall. When it hits, it crashes against everything within 300 feet of the water’s edge, dealing 10d6 bludgeoning damage and sweeping away any unsecured objects. Creatures caught in the tsunami must make a Strength saving throw or else be knocked prone and carried to the far edge of the affected area. [/SIZE] [/QUOTE]
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