RealAlHazred
Frumious Flumph (Your Grace/Your Eminence)
So, my home game is Eberron 5E, and the Community domain was always a huge part of the setting. I've been thinking of ways to make a 5E version of it. I've come up with the following bits so far, but I'd like feedback on how powerful these things look, and I'd be grateful if anyone has any additional ideas they'd like to share:
COMMUNITY DOMAIN SPELLS
[table="width: 500"]
[tr]
[td]Cleric Level[/td]
[td]Spells[/td]
[/tr]
[tr]
[td]1st[/td]
[td]bless, purify food and drink[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]aid, calm emotions[/td]
[/tr]
[tr]
[td]5th[/td]
[td]beacon of hope, create food and drink[/td]
[/tr]
[tr]
[td]7th[/td]
[td]guardian of faith, Mordenkainen's private sanctum[/td]
[/tr]
[tr]
[td]9th[/td]
[td]circle of power, hallow[/td]
[/tr]
[/table]
Bonus Proficiencies
At 1st level, you gain proficiency in the Persuasion skill, and in heavy armor.
Channel Divinity: Many Hands Make Light Work
Starting at 2nd level, you can use your Channel Divinity to make it easier for your people to help each other.
As an action, you present your holy symbol and evoke feelings of community and togetherness in those present. For 10 minutes, all allied creatures within 30 feet of you may use the Help action as a bonus action.
Congregationalist
Beginning at 6th level, when you cast a non-harmful spell that affects a certain number of allied or willing creatures, you can affect a number of additional creatures equal to your Charisma bonus (minimum of 1).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Bolster Community
Starting at 17th level, you can use a reaction to activate an aura that bolsters the members of your community against outside threats.
Whenever any creature within 60 feet of you fails a saving throw, you can use your reaction to grant all creatures of your choice within 60 feet of you advantage to their saving throws. This effect lasts until the end of your next turn.
COMMUNITY DOMAIN SPELLS
[table="width: 500"]
[tr]
[td]Cleric Level[/td]
[td]Spells[/td]
[/tr]
[tr]
[td]1st[/td]
[td]bless, purify food and drink[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]aid, calm emotions[/td]
[/tr]
[tr]
[td]5th[/td]
[td]beacon of hope, create food and drink[/td]
[/tr]
[tr]
[td]7th[/td]
[td]guardian of faith, Mordenkainen's private sanctum[/td]
[/tr]
[tr]
[td]9th[/td]
[td]circle of power, hallow[/td]
[/tr]
[/table]
Bonus Proficiencies
At 1st level, you gain proficiency in the Persuasion skill, and in heavy armor.
Channel Divinity: Many Hands Make Light Work
Starting at 2nd level, you can use your Channel Divinity to make it easier for your people to help each other.
As an action, you present your holy symbol and evoke feelings of community and togetherness in those present. For 10 minutes, all allied creatures within 30 feet of you may use the Help action as a bonus action.
Congregationalist
Beginning at 6th level, when you cast a non-harmful spell that affects a certain number of allied or willing creatures, you can affect a number of additional creatures equal to your Charisma bonus (minimum of 1).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Bolster Community
Starting at 17th level, you can use a reaction to activate an aura that bolsters the members of your community against outside threats.
Whenever any creature within 60 feet of you fails a saving throw, you can use your reaction to grant all creatures of your choice within 60 feet of you advantage to their saving throws. This effect lasts until the end of your next turn.
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