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Community
General Tabletop Discussion
*Dungeons & Dragons
[WIP] New Cleric Domain: Community
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<blockquote data-quote="RealAlHazred" data-source="post: 6779578" data-attributes="member: 25818"><p>Eh, it's not that detailed, and lack of it doesn't really handicap you from commenting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>It's just a list of spells, use <em>calm emotions</em> once/day, and +2 to Diplomacy checks. I more-or-less thought it would be better to go to the beginning, and ask myself what a Community domain cleric would actually be doing for his flock. I've seen people attempt it before, but with a large number of combat spells on the list (which I can't see such a cleric using every day) and combat-focused abilities. I think, with the way 5E does things, you would get abilities that would help groups of people do things together better -- certainly of use in a fight, but not necessarily focused on fighting.</p><p></p><p>That's what has me stumped a little -- at 8th level, most cleric domains get bonus damage, which I'll assume has something to do with keeping them competitive with fighters and rogues. I'm considering either this:</p><p></p><p><strong><span style="font-size: 15px">Divine Strike</span></strong></p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack that has already been hit since your last turn, you can cause the attack to deal an extra Id8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p>Or:</p><p></p><p><strong><span style="font-size: 15px">Potent Spellcasting</span></strong></p><p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any c1eric cantrip.</p><p></p><p>At 17th level, clerics get something really special: <ul> <li data-xf-list-type="ul"><strong>Arcana:</strong> Add four wizard spells to your domain spells list, one each of levels 6, 7, 8, and 9.</li> <li data-xf-list-type="ul"><strong>Knowledge:</strong> You can see past events related to an object you're holding or a place you're in.</li> <li data-xf-list-type="ul"><strong>Life:</strong> You heal maximum hit points.</li> <li data-xf-list-type="ul"><strong>Light:</strong> You make a corona of light, enemies in it have disadvantage to radiant or fire spells.</li> <li data-xf-list-type="ul"><strong>Nature:</strong> Command animal and plant creatures.</li> <li data-xf-list-type="ul"><strong>Tempest:</strong> You get a flying speed.</li> <li data-xf-list-type="ul">B]Trickery:[/B] You get four images when you Invoke Duplicity, and you can move them around as a bonus action.</li> <li data-xf-list-type="ul"><strong>War:</strong> Resistance to nonmagical bludgeoning, slashing, and piercing damage.</li> </ul><p>I'm thinking some kind of command ability for people, maybe similar in mechanic to the Nature cleric's command of animals and plants, except that the Nature cleric's ability builds on its Channel Divinity ability.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6779578, member: 25818"] Eh, it's not that detailed, and lack of it doesn't really handicap you from commenting. :) It's just a list of spells, use [I]calm emotions[/I] once/day, and +2 to Diplomacy checks. I more-or-less thought it would be better to go to the beginning, and ask myself what a Community domain cleric would actually be doing for his flock. I've seen people attempt it before, but with a large number of combat spells on the list (which I can't see such a cleric using every day) and combat-focused abilities. I think, with the way 5E does things, you would get abilities that would help groups of people do things together better -- certainly of use in a fight, but not necessarily focused on fighting. That's what has me stumped a little -- at 8th level, most cleric domains get bonus damage, which I'll assume has something to do with keeping them competitive with fighters and rogues. I'm considering either this: [B][SIZE=4]Divine Strike[/SIZE][/B] At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack that has already been hit since your last turn, you can cause the attack to deal an extra Id8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. Or: [B][SIZE=4]Potent Spellcasting[/SIZE][/B] Starting at 8th level, you add your Wisdom modifier to the damage you deal with any c1eric cantrip. At 17th level, clerics get something really special:[LIST][*][B]Arcana:[/B] Add four wizard spells to your domain spells list, one each of levels 6, 7, 8, and 9. [*][B]Knowledge:[/B] You can see past events related to an object you're holding or a place you're in. [*][B]Life:[/B] You heal maximum hit points. [*][B]Light:[/B] You make a corona of light, enemies in it have disadvantage to radiant or fire spells. [*][B]Nature:[/B] Command animal and plant creatures. [*][B]Tempest:[/B] You get a flying speed. [*]B]Trickery:[/B] You get four images when you Invoke Duplicity, and you can move them around as a bonus action. [*][B]War:[/B] Resistance to nonmagical bludgeoning, slashing, and piercing damage.[/LIST]I'm thinking some kind of command ability for people, maybe similar in mechanic to the Nature cleric's command of animals and plants, except that the Nature cleric's ability builds on its Channel Divinity ability. [/QUOTE]
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[WIP] New Cleric Domain: Community
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