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Surrealistik
2014-08-17, 12:24 AM
Thought I'd address the sad paucity of Cleric domains, starting with the Destruction Domain:

Destruction Domain: (https://www.youtube.com/watch?v=o55jfknqRzI)




Cleric Level
Spells



1st
thunderwave, thunderous smite



3rd
shatter, scorching ray



5th
call lightning, fireball



7th
blight, ice storm



9th
destructive wave, insect plague



Initiate of Destruction
At 1st level you can either gain proficiency with all martial weapons or gain a cantrip that deals damage from any spell list. Your casting ability for this cantrip is Wisdom.


Embrace Oblivion
At 1st level when you deal damage with a spell or weapon attack, you can take necrotic damage up to your Wisdom modifier. This damage can’t be reduced or prevented. If you do, that spell or weapon attack deals extra fire, force, necrotic or thunder damage (your choice) equal to twice the damage taken in this way. This extra damage is doubled vs structures and objects. If a spell benefiting from this effect makes multiple attacks, you choose to which attack this extra damage applies. If a spell benefiting from this effect has multiple targets, you divide this extra damage between those targets however you choose.


Channel Divinity: Wake of Destruction
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures and objects up to your Wisdom modifier (minimum 1), within a 30 foot radius of you that you can see. Creatures and attended objects chosen must make a Constitution saving throw against your Cleric spell save DC (a creature handling an attended object makes a save for it). Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity. A target reduced to 0 or fewer hit points in this way is destroyed and reduced to dust per the Disintegrate spell.


Channel Divinity: Annihilating Edict
From the 6th level when you cast a spell that rolls for damage or use the Attack action, you can use your Channel Divinity and take 5 necrotic damage per level of that spell (minimum 5 damage, this amount is doubled if the spell is 6th level or higher) or 5 necrotic damage per attack made with that Attack action. This damage can’t be reduced or prevented. If you do, that spell or each weapon attack made with that Attack action deals maximum damage, ignores immunity and resistance and deals double damage to structures and objects. A target reduced to 0 or fewer hit points from a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.


Great Eradicator
At 8th level, Embrace Oblivion now grants extra damage equal to three times the damage you’ve taken from that ability. A target reduced to 0 hit points or fewer by a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.

At 14th level, Embrace Oblivion now grants extra damage equal to four times the damage you’ve taken from that ability, and this extra damage ignores resistance and immunity.


Avatar of Destruction
At 17th level, you gain Chain Lightning, Disintegrate, Finger of Death, Fire Storm, Tsunami, Earthquake, Storm of Vengeance and Meteor Swarm as domain spells.

Your Wake of Destruction feature now targets any number of creatures, objects and structures you choose within its radius.



Creation Domain (WIP):




Cleric Level
Spells



1st
create or destroy water, tenser's floating disk



3rd
arcane lock, spike growth



5th
create food and water, leomund's tiny hut



7th
fabricate, stone shape



9th
wall of stone, creation



Initiate of Creation
At 1st level you double your proficiency bonus for up to three tools you already have proficiency with and/or you gain proficiency with up to three tools in any combination. These tools must be artisan tools or a herbalism kit or poisoner kit. You also gain the Mending, Dancing Lights and Prestidigitation cantrips.


Eureka!
At 1st level you can give a creature you touch (including yourself) advantage on a skill or ability check made to craft an object with a set of artisan tools or herbalism kits or poisoner kits. That creature may use your Wisdom modifier in place of any other ability modifier to craft an object with these tools or kits. You can't use this ability again until you complete a short rest, or you spend a Channel Divinity to do so.


Channel Divinity: Rite of Creation
From the 2nd level, as an action, you can use your Channel Divinity to create a non-magical object described in Chapter 5: Equipment in an unoccupied space adjacent to you in which it can fit. The value of this object may be up to 100 GP per Cleric level. If more objects are created in this way than your Wisdom modifier (minimum 1), you must dismiss an object of your choice created in this way. Weapons created in this way count as magical for the purpose of bypassing resistances and immunities. If you ever surrender ownership of an object created in this way (such as by selling them, or gifting them), are more than 100 feet away from such an object for more than 1 round, or choose to dismiss one, it immediately disintegrates, leaving no trace.


Channel Divinity: Guardians of Creation
From the 6th level you can expend your Channel Divinity as an action to create construct in an unoccupied space adjacent to you in which it can fit with the following stat block. The construct is equipped and proficient with a weapon and shield or up to two weapons of your choice. Ranged weapons created in this way come with 20 units of appropriate mundane ammunition for them. Thrown weapons created in this way come with 4 copies. Weapons and ammo created in this way count as magical for the purposes of bypassing resistance and immunity, but are otherwise mundane. If this gear is more than 5 feet away from the construct it came with for longer than a round, it disappears, rematerializing in the construct's possession. This is a concentration effect that lasts for 1 minute.
Guardian of Creation
Large construct, true neutral

Armor Class: 13 + your Wisdom modifier (not including shield)
Hit Points: Varies (your Cleric level x 5 + Con mod x your Cleric level)
Speed: 20 ft.
STR DEX CON INT WIS CHA
Varies, see Divine Construct.
Skills: Athletics (X + your proficiency modifier)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, poison, psychic
Condition Immunities: charmed, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages: Understands but does not speak languages you know. Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the Guardian.

Traits:

Bodyguard: While the Guardian is adjacent to a creature that's the target of an attack you may have it spend its reaction to switch places with that creature before that attack is rolled. If it does, it becomes the target of that attack instead if it's a legal target.
Divine Construct: The Guardian has Strength, Dexterity and Constitution scores equal to your Wisdom score, Intelligence and Wisdom scores of 8 and a Charisma score of 3.
Telepathic Connection: The Guardian has a two way telepathic connection to you at all times. This telepathy has unlimited range.

Actions:

Standard Attack: Melee or Ranged Weapon Attack: Varies (Str or Dex mod + your proficiency bonus)
reach (varies, minimum 10 ft), one creature. Hit: Varies.


The construct also has the following properties:

Has its own initiative and turn. Its initiative is immediately after yours.
Disappears with its gear when reduced to 0 or fewer hit points.
Is always friendly to you and your companions.
Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.



Master of Creation
At 8th level, when you create a weapon or armour with Rite of Creation you may enhance it. If you do, a weapon enhanced in this way gains a +1 bonus to its attack and damage rolls. Armor enhanced in this way gains a +1 bonus to its AC. Only one weapon or piece of armour can be enhanced in this way. Your Guardian of Creation gains +1 to its attack rolls, AC, saving throws and skill checks, a fly speed of 20, a climb or swim speed of 30, or a walk speed of 50 as you choose until it disappears. This is choice is made each time you use your Guardians of Creation feature.


At 14th level, the bonuses to your Guardian of Creation's AC and to weapons and armour this class feature applies are increased to +2. While a weapon is enhanced by this feature, it counts as being silvered and adamantine. Your Guardian of Creation also gains resistance against a damage type of your choice when summoned until it disappears.



Avatar of Creation
At 17th level, you gain proficiency with all artisan tools, the poisoner kit, and the herbalist kit. If you already have proficiency with one of these tools, you double its your proficiency bonus. For each tool that already has a doubled proficiency bonus, you gain Advantage on checks made with that tool instead.

Your Guardian of Creation gains Darkvision 120' that ignores magical darkness, Blindsight 60' or Truesight 30' as you choose until it disappears (this is choice is made each time you use your Guardians of Creation feature), resistance to all damage from non-magical sources and its bonuses from Master of Creation increase to +3.

Surrealistik
2014-08-21, 04:58 PM
Evil Domain: (https://www.youtube.com/watch?v=KK7EewXGKv0)

Prerequisite: You must be non-good aligned to take this domain. If you become good aligned, this domain is replaced with the good domain.




Cleric Level
Spells



1st
protection from evil and good, detect evil and good



3rd
darkness, crown of madness



5th
bestow curse, vampiric touch



7th
blight, evard's black tentacles



9th
dispel evil and good, hallow



Smite Good
At 1st level when you deal damage to a non-evil creature with a spell or attack, you can deal 1d8 extra necrotic damage to that creature or 2d8 if it's good aligned. This extra damage ignores resistance and immunity versus good aligned creatures. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sense Alignment
At 1st level you can cast Detect Evil and Good on yourself without components or using a spell slot. Detect Evil and Good doesn't require concentration for you.

At 11th level, you benefit from the effects of Detect Evil and Good in perpetuity, and you gain Inflict Wounds as a domain spell.

At 18th level while benefiting from the effects of Detect Evil and Good, you can spend an Action focusing on a creature within 30 feet of you to determine whether that creature is good or evil. A creature is always aware that you're trying to discern its alignment when you use this ability on it, and may make a Wisdom save against your Cleric spell save DC to negate this ability and subsequently become immune to it for 24 hours. Creatures that are immune to scrying are immune to this ability. Once you use this ability, you cannot use it again until you complete a short rest.


Channel Divinity: Command Evil
From the 2nd level, your Turn Undead feature can target celestials and fiends in addition to undead. A fiend or undead target of your Turn Undead feature that would be turned can be charmed instead at your option for 1 minute or until it takes any damage.

A fiend or undead target that would be destroyed can be charmed instead for the full duration; this charm doesn't end if it takes damage. You have a telepathic link to this target that you can use to issue commands which it does its best to obey. If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. If you do, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.


Channel Divinity: Fiendish Summons
From the 6th level you can expend your Channel Divinity as an action to summon fiends in unoccupied spaces that you can see within 30 feet of you with a total challenge rating equal to one third your Cleric level or lower. No fiend summoned in this way can have a CR exceeding 2. Each fiend summoned in this way:

Has its own initiative and turn.
Disappears when reduced to 0 or fewer hit points.
Is friendly to you and your companions.
Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the fiend.
Will obey any of your commands unless they violate its alignment.
Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.

This is a concentration effect that lasts for 1 minute.


Divine Strike
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 non-evil creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target or 2d8 extra necrotic damage if it's good aligned. This extra damage ignores resistance and immunity versus good aligned creatures.

When you reach 14th level, the extra damage increases to 2d8 and 4d8 respectively.


Vile Harbinger
At 17th level, you can expend your Channel Divinity to cast the Conjure Celestial spell at a level up to the highest spell level you can cast without expending a spell slot. You summon a fiend with this spell instead of a celestial. Once you use this ability, you cannot use it again until you take a long rest.

Whenever you would summon a creature using a conjuration spell, you may instead summon a fiend with a CR equal to or less than that creature's.


Good Domain:

Prerequisite: You must be non-evil aligned to take this domain. If you become evil aligned, this domain is replaced with the evil domain.




Cleric Level
Spells



1st
protection from evil and good, detect evil and good



3rd
warding bond, lesser restoration



5th
remove curse, daylight



7th
banishment, aura of purity



9th
dispel evil and good, hallow



Smite Evil
At 1st level when you deal damage to a non-evil creature with a spell or attack, you can deal 1d8 extra radiant damage to that creature or 2d8 if it's evil aligned. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sense Alignment
At 1st level you can cast Detect Evil and Good on yourself without components or using a spell slot. Detect Evil and Good doesn't require concentration for you.

At 11th level, you benefit from the effects of Detect Evil and Good in perpetuity, and you gain Cure Wounds as a domain spell.

At 18th level while benefiting from the effects of Detect Evil and Good, you can spend an Action focusing on a creature within 30 feet of you to determine whether that creature is good or evil. A creature is always aware that you're trying to discern its alignment when you use this ability on it, and may make a Wisdom save against your Cleric spell save DC to negate this ability and subsequently become immune to it for 24 hours. Creatures that are immune to scrying are immune to this ability. Once you use this ability, you cannot use it again until you complete a short rest.


Channel Divinity: Rebuke Evil
From the 2nd level, your Turn Undead feature can target celestials and fiends in addition to undead. A celestial target of your Turn Undead feature that would be turned is charmed instead for 1 minute or until it takes any damage.

A celestial target that would be destroyed is charmed instead for the full duration; this charm doesn't end if it takes damage. You have a telepathic link to this target that you can use to issue commands which it does its best to obey. If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. If you do, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well. A celestial can never be made to do something in this way that conflicts with its alignment.


Channel Divinity: Celestial Summons
From the 6th level you can expend your Channel Divinity as an action to summon celestials in unoccupied spaces that you can see within 30 feet of you with a total challenge rating equal to one third your Cleric level or lower. No celestial summoned in this way can have a CR exceeding 2. Each celestial summoned in this way:

Has its own initiative and turn.
Disappears when reduced to 0 or fewer hit points.
Is friendly to you and your companions.
Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the celestial.
Will obey any of your commands unless they violate its alignment.
Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.

This is a concentration effect that lasts for 1 minute.


Divine Strike
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 non-good creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target or 2d8 extra radiant damage if the target is evil aligned. This extra damage ignores resistance and immunity versus evil aligned creatures.

When you reach 14th level, the extra damage increases to 2d8 and 4d8 respectively.


Angelic Herald
At 17th level, you can expend your Channel Divinity to cast the Conjure Celestial spell at a level up to the highest spell level you can cast without expending a spell slot. Once you use this ability, you cannot use it again until you take a long rest.

Whenever you would summon a creature using a conjuration spell, you may instead summon a celestial with a CR equal to or less than that creature's.

DiBastet
2014-08-21, 07:49 PM
Evil? We don't have a good domain. Actually it seems that aligment has very few rules involved.

Wouldn't it be better if you changed the theme to Suffering, Villany or something like that?

Also, there's a Heroism one here, if you want to tackle this: http://www.reddit.com/r/DnD/comments/2bsg0u/5ehomebrew_cleric_heroism_domain_diehard_shield/

PiggDaddy
2014-08-21, 09:12 PM
While I like the destruction domain a lot I'm not as crazy about the evil domain. An evil domain doesn't fit very well with the other cleric domains present in the Phb or fifth edition as a whole for that matter.

Surrealistik
2014-08-21, 10:57 PM
A Good domain is in the works.

With respect to the Evil domain not fitting, or alignments not having their own domains, it should be noted that there was an actual Law/Justice domain in the Alpha playtest content (as in the stuff that barely changed at all before it went to print) which will likely appear in a splatbook down the road.

Inevitability
2014-08-22, 05:10 AM
Also note that there's nothing preventing a good-aligned cleric from taking the evil domain. Maybe put in a note on that?

Surrealistik
2014-08-23, 11:40 AM
Added the good domain and an alignment requirement to both the good and evil domains.

Surrealistik
2014-08-27, 12:31 AM
Added the creation domain.

Gracht Grabmaw
2014-08-27, 05:17 AM
I like the Creation domain, I wouldn't necessarily use it for a PC cleric but I think Ora Et Labora should be an important doctrine for many religions, because I'm sure not every cleric is reall cut out made for spreading the faith or defending the faithful from monsters.

As for the others... nothing I haven't seen already in 3.5 or Pathfinder. Also I dislike destruction as domain in general, it's just so straightforward and boring.

Surrealistik
2014-08-27, 05:58 PM
To be fair, I wasn't aiming for grandly unique effects so much as ones that would fit, and would still be interesting and competitive with the alternatives offered in 5e.


As to Destruction specifically, the appeal _is_ its simplicity, at least so far as I'm concerned. Personally, I've always enjoyed the concept of a mad 'Jokeresque' devotee of destruction and mayhem who is adequately and thematically equipped to fulfill his divine mandate. Besides, most domains are pretty well one tone/one dimensional elements.

RavenJovan
2015-10-31, 02:25 PM
I wish there was a protection domain out there...I'm working on one now but I can seem to get an idea for the actual features for it.

RavenJovan
2015-10-31, 02:31 PM
Now that I think about it, I could jack part of the wizard stuff for it but that only covers a bit of it, plus it doesn't leave much creativity to it...

Wartex1
2015-10-31, 05:43 PM
Embrace Oblivion is crazy overpowered when combined with Eldritch Blast, essentially giving you 4d10+100 damage at the cost of 20 health, which can be easily patched up.

M Placeholder
2015-10-31, 06:13 PM
Could you do a Fizban Domain (http://www.dlnexus.com/fan/rules/12908.aspx)for 5th edition please?

Surrealistik
2015-11-09, 02:18 AM
Embrace Oblivion is crazy overpowered when combined with Eldritch Blast, essentially giving you 4d10+100 damage at the cost of 20 health, which can be easily patched up.

Good catch; should change the wording such that the bonus damage only applies once per spell.


@ Dark Sun Gnome: Haha, odd request; I'll consider it!

M Placeholder
2015-11-09, 10:03 AM
@ Dark Sun Gnome: Haha, odd request; I'll consider it![/QUOTE]

Thanks! Oh yeah, and having spellcasting based on Charisma as an option would help with one of the racial options. Here is the 3.5 Fizban domain (http://www.dlnexus.com/fan/rules/12908.aspx) for referance.

Another one would be Domains for Clerics of the Planescape Factions The Athar and the Belivers of the Source, since Clerics belonging to those factions don't get their powers from a god, they get their power from The Great Unknown (The Athar) and the Source (Belivers of the Source).

For the Athar, powers around shutting down other priests and The Astral Plane would fit. For the Godsmen, something along the lines of their belief that everything has the potential to one day become divine. And for both, powers that tie into belief and the planes in which they hold the most influence (Astral for the Athar, Ethereal for the Godsmen) would be great.

Edit - I just noticed about the Water Domain in this Dark Sun Guide (https://drive.google.com/file/d/0B4jZ_-uYQxf8XzFpX2x6VVlicEk/view?pli=1) I'm using, and it has Water Walk for the channel divinity feature at second level. The oceans literally turned to dust on Athas. Any chance of making a better Water domain, and if you think they need improving, other elemental and paraelemental domains too?

Grey Watcher
2015-11-09, 05:34 PM
Could you clarify something about the Destruction Domain powers? Some of them are riders on attacks or spells that deal damage, and seem to be written with the idea that, if the attack roll hits, the domain effect comes with it automagically. But what about spells that don't require an attack roll? What if you cast Fireball and want to add Embrace Oblivion? While I would assume you would have to pick a single creature to take the extra damage, who counts as being "hit" or "attacked" in this instance? Do only creatures that failed their saves count as being "hit" by the spell? Something else?

M Placeholder
2015-11-11, 11:47 AM
More Ideas for Domains -

Survival Domain - For Clerics of the lizardfolk deity Semuanya
Love Domain
Insanity Domain - Not going to lie, looked at your avatar and that was the first thing that came to mind:smallsmile:

Grey Watcher
2015-11-11, 05:11 PM
Insanity Domain - Not going to lie, looked at your avatar and that was the first thing that came to mind:smallsmile:

Well, given who that is, Destruction fits quite well, too.

Anyways, I really want to see a 5E Repose Domain (ie Death, not Undeath and potentially appropriate for non-Evil, possibly even Good Clerics).

Surrealistik
2016-09-19, 08:24 PM
Could you clarify something about the Destruction Domain powers? Some of them are riders on attacks or spells that deal damage, and seem to be written with the idea that, if the attack roll hits, the domain effect comes with it automagically. But what about spells that don't require an attack roll? What if you cast Fireball and want to add Embrace Oblivion? While I would assume you would have to pick a single creature to take the extra damage, who counts as being "hit" or "attacked" in this instance? Do only creatures that failed their saves count as being "hit" by the spell? Something else?

Sure.

Per the RAW, with spells that don't feature an attack roll such as Fireball the extra damage indeed applies automatically to all targets. I think this may be too strong, so I will probably reword it such that in the case of spells with multiple targets you divide the extra damage between the targets however you choose.

lunaticfringe
2016-09-20, 11:36 AM
Really Like them except Evil & Good. Not 5e IMHO. I like that Morally Superiors can't tell what Alignment humanoids are. Glad alignment based foolishness is kept to minimum if 5e. Heck you play an evil Vengeance or Ancients Paladin if ye want.

Surrealistik
2016-09-20, 02:37 PM
Really Like them except Evil & Good. Not 5e IMHO. I like that Morally Superiors can't tell what Alignment humanoids are. Glad alignment based foolishness is kept to minimum if 5e. Heck you play an evil Vengeance or Ancients Paladin if ye want.

It's deemphasized, but still prominent; figured I'd may as well flesh out the options.

Is it more the thematics you dislike about them, or the mechanics?

lunaticfringe
2016-09-20, 02:49 PM
Mechanics. From the GM perspective it's limiting for PCs to be able to Detect Alignment. You have to be good at being the Bad Guy. Everyone gets that the Giant Undead Monstrosity is Evil, they will overlook the scared Halfling woman who is secretly controlling it. Until it's too late..... Muahahahaha!

Unless that Damn Cleric/Paladin uses a low tier class feature. Idk, it's bad for storytelling. This just my opinion, your games is your games yo.

arrowed
2016-09-20, 04:18 PM
Actually, there is at least one way to determine a being's alignment: Glyph of Warding can be set to be triggered by beings of a certain alignment. So an adventuring group with someone who can cast GoW and can provide 200gp can set up a trap to see if Baron von Clean-Shaven is a closet moustache-twirler. I doubt it would stand up in court though. :smallbiggrin:
But regarding Detect Evil and Good...
DETECT EVIL AND GOOD
1st-level divination
Casting Time: I action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration,
celestial, elemental, fey, fiend, or undead within 30
feet of you, as well as where the creature is located.
Similarly, you know if there is a place or object within
30 feet of you that has been magically consecrated
or desecrated.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, 3 feet of wood or dirt.

It only detects types of creature, not alignments. I see what you've done in the Evil and Good domains, but even the paladin doesn't have that level of insight into a creature's soul. It's your stuff, but I personally feel that alignments are meant to be uncertain, hard-to-determine things in this edition. A bit like discovering your true name in some worlds is portrayed. It somewhat tempers the idea of 'if it's evil, kill it,' and means you can't just use an at-will power to determine whether or not a creature is trustworthy.
Rant over. :smallredface:

lunaticfringe
2016-09-20, 04:26 PM
Yeah 5e fixed the Old Scan & Smite Problem from previous editions.

Surrealistik
2016-09-20, 08:10 PM
Hmm, could change it such that the alignment detection effect is blocked by anything that blocks scrying, or it requires something like a target failing its Wisdom save after being touched, while being obvious and intrusive; what do you think?

lunaticfringe
2016-09-20, 09:07 PM
That honestly doesn't make it more palatable to me.

Aberrations, Celestials, Fey, Fiend, Undead. It should detect those things or you are devaluing the Paladin's Divine Sense ability. Mechanically speaking a Paladin can't tell whether a Beast or Humanoid is Evil. You can't detect mudane alignment in 5e just Supernatural alignment & Hallowed/Desecrated Areas. (And even then your Cleric is better then the Paladin, they can't detect Aberrations I think).

I like & prefer the current system of Detect. Just my opinion, this is your Deal friend.

So that is my criticism, doesn't mean you have to change what you have come up with. Over all I like what you are doing here.

Surrealistik
2016-09-21, 06:27 PM
That honestly doesn't make it more palatable to me.

Aberrations, Celestials, Fey, Fiend, Undead. It should detect those things or you are devaluing the Paladin's Divine Sense ability. Mechanically speaking a Paladin can't tell whether a Beast or Humanoid is Evil. You can't detect mudane alignment in 5e just Supernatural alignment & Hallowed/Desecrated Areas. (And even then your Cleric is better then the Paladin, they can't detect Aberrations I think).

I like & prefer the current system of Detect. Just my opinion, this is your Deal friend.

So that is my criticism, doesn't mean you have to change what you have come up with. Over all I like what you are doing here.

Slapped on a hefty level gate; at 18+ you should be encountering enemies that can proof themselves against scrying.

JeenLeen
2016-09-22, 08:59 AM
Good catch; should change the wording such that the bonus damage only applies once per spell.


I think the Eldritch Blast issue would be better fixed by limiting the selection to something like the Cleric or Wizard cantrip list. That way you probably have most everything you want, but it excludes this cantrip. Eldritch Blast is a much-desired cantrip, and usually it takes some work (a feat like Magic Initiate, special class ability like Bard's Magical Secrets) to get it on a non-warlock. Thus, I think it's too big a boon to let a cleric get it so easily.

Surrealistik
2016-09-22, 01:16 PM
I think the Eldritch Blast issue would be better fixed by limiting the selection to something like the Cleric or Wizard cantrip list. That way you probably have most everything you want, but it excludes this cantrip. Eldritch Blast is a much-desired cantrip, and usually it takes some work (a feat like Magic Initiate, special class ability like Bard's Magical Secrets) to get it on a non-warlock. Thus, I think it's too big a boon to let a cleric get it so easily.

Honestly, even without EB, the feature was too powerful as originally written.