PDA

View Full Version : D&D 5e/Next 3.5 SRD cleric domains overhaul



WrittenInBlood
2016-02-29, 03:37 AM
3.5 SRD Cleric domains conversion
by WrittenInBlood
Now revised and changed accordingly. Some features are made more useful and synergistic, Protection domain merged with Community, and added bits of fluff here and there.


Already covered domains


3.5 SRD
5e


Air
Tempest


Animal
Nature


Creation
Artifice*


Death
Death


Earth
Nature


Fire
Light


Glory
Nobility*


Healing
Life


Knowledge
Knowledge


Liberation
Travel*


Magic
Arcana


Plant
Nature


Protection
Community*


Repose
Death


Rune
Arcana


Strength
War


Sun
Light


Trickery
Trickery


War
War


Water
Tempest


Weather
Tempest


*Updated domains, presented here.

Skipped domains
Chaos, Good, Evil, Law – because whole 5e is less devoted to alignments, and deities aren’t now Evil or Good just because. Good trickery or war, Evil light or life – anything is possible.
Scalykind – there’s no very “scalykindy” spells in 5e, nor character options except Dragonborn.


Updated domains


Artifice

Domain spells


1st
Identify , Unseen servant


3rd
Arcane lock, Heat metal


5th
Create food and water, Major image


7th
Fabricate, Stone shape


9th
Animate objects, Creation



CHANNEL DIVINITY: ANIMATE GEAR
You can share your battle spirit with your combat equipment, which gains limited semblance of life and purpose – your weapons strike harder, shield blocks enemy attacks by itself. For 1 minute, your AC increases by +1 if you wear an armor, and additional +1 if you use a shield. Your weapon attacks also deal +2 damage.

MASTER OF CRAFTS
At 1st level, you become proficient with two types of artisan tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen tools.

CHANNEL DIVINITY: WORKER’S CHANT
At 2nd level, you can bless others with your artisan skills. Choose number of creatures up to your Cleric level, which gain one of your tool proficiencies until their next short rest. You need to provide adequate tools for them and they must be physically capable to use them.

SIGNATURE WORK
At 6th level, you gain one attunement slot that you can use only for magic items you have crafted yourself.

DIVINE STRIKE
At 8th level, once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the weapon type to the target. When you reach 14th level, the extra damage increases to 2d8.

MASTER OF CONSTRUCTS
At 17th, you gain the ability to turn constructs, identically to Turn undead feature, along with ability to destroy them, as with Destroy undead feature.



Charm
Domain spells


1st
Charm person, Command


3rd
Enthrall, Suggestion


5th
Hypnotic pattern, Tongues


7th
Compulsion, Dominate beast


9th
Dominate person, Geas



CHANNEL DIVINITY: IRRESISTIBLE CHARM
When you cast an enchantment spell, you can use your bonus action on this turn to impose disadvantage on that spell’s initial saving throw.

BONUS PROFICIENCIES
When you choose this domain at 1st level, you become proficient with Deception and Persuasion skill.

SILVER-TONGUED
At 2nd level, choose one proficiency from Deception and Persuasion. Your proficiency bonus for chosen one is doubled.

CHANNEL DIVINITY: MOMENT OF HESITATION
Starting at the 6th level, you can invoke your deity’s providence to cover yourself with an illusion that causes your foes to hold their attacks against you. As a reaction to being targeted with an melee attack, you force Charisma saving throw at your spell save DC on an enemy attacking you in melee. On failure, attack deal minimal possible damage and no subsequent attacks on this turn (granted by Multiattack or similar features) are made. If you want to use this feature, you must declare it before enemy’s first attack roll.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

WILL BREAKER
Starting at 17th level, recovery saves against your enchantment spells have disadvantage.



Community
Domain spells


1st
Comprehend languages, Protection from evil and good


3rd
Warding bond, Calm emotions


5th
Protection from energy, Tongues


7th
Death ward, Locate creature


9th
Circle of power, Mass cure wounds



CHANNEL DIVINITY: PRAYER OF PROTECTION
As a bonus action you can give number of temporary HP, up to your Cleric level + your Wisdom modifier, to the willing creature you touch.

COMMUNITY BOND
When you choose this domain at 1st level, you become able to choose number of creatures up to your Wisdom modifier as your commune. As long as they are in 1 mile radius from you, you can sense when they are receiving damage or are targeted by harmful effect. You can break your bond with them at any time, and establishing new bond with them or other creatures requires long rest spent within their presence.

SHARED DEFENCES
Starting at 2nd level, creatures in 10ft radius from you gain proficiency in saves that you are proficient with for as long as they stay in that radius.

CHANNEL DIVINITY: IMBUE WITH SPELL
Beginning at 6th level, you can give part of your spellcasting powers to others. When you cast a spell, instead of the spell normal effect you can touch another willing creature, which becomes capable to cast this spell once at level you cast it. Spell must have the range of touch and casting time no longer than 1 action. Target creature must provide required components and maintains concentration as spell calls it. Releasing the spell requires target’s action (or bonus action, or reaction – accordingly to spell description). Spell is lost, if imbued creature takes short or long rest. Spell you have given this way is by no means considered known, prepared etc. by imbued creature.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

MUTUAL RECOVERY
At 17th level, when you cast a spell restoring HP, you regain number of spell slots, which summarized level must be equal to number of creatures healed (not counting you). Spell slots regained this way can’t exceed your normal number of spell slots.



Darkness
Domain spells


1st
Dissonant whispers, Sleep


3rd
Darkness, Darkvision


5th
Fear, Nondetection


7th
Confusion, Evard’s black tentacles


9th
Dream, Seeming



CHANNEL DIVINITY: GRIM SHROUD
As a bonus action you wrap shadows around you for 1 minute. Those shadows increase obscurement (from none to light and from light to heavy) of your surroundings in 10ft radius from you.

EYES OF TWILLIGHT
At 1st level, you gain darkvision in range of 60ft, or increase your racial darkvision range by half.

NIGHTCRAWLER
When you choose this domain at 1st level, you become able to extinguish one nonmagical light source you can see in 100ft from you as a bonus action. You can use this feature number of times equal your WISDOM modifier and regain ability to do so at long rest.

CREEPING DOOM
Beginning at 6th level, saving throws against your spells are made with disadvantage if the target can’t see you.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

CHANNEL DIVINITY: FEAR OF THE DARK
At 17th level, shadows that were your cover become also your weapon, chasing and pestering your enemies. Whenever you’re at least lightly obscured, you can use your bonus action to frighten all enemies that are in 60ft radius from you. Effect lasts until you are no longer at least lightly obscured.

EYES OF MIDNIGHT
At 17th level, your darkvision is no longer limited by distance.



Destruction
Domain spells


1st
Hex, Inflict wounds


3rd
Knock, Shatter


5th
Dispel magic, Hunger of Hadar


7th
Banishment, Blight


9th
Destructive wave, Transmute rock



BONUS PROFICIENCIES
When you choose Destruction domain at 1st level, you become proficient with all martial weapons and heavy armor.

CHANNEL DIVINITY: DEBILITATION
As an action, you can negate one of target’s resistances until the end of your next turn.

DEVASTATING CRITICAL
Starting at 2nd level, your attacks bear disintegrating resonance of negative energy. Your critical hits with melee weapon attacks reduce target’s AC by 1. Penalty is cumulative, but is removed when target finishes long rest.

CHANNEL DIVINITY IMPROVEMENT
Beginning at 6th level, you can choose to impose vulnerability to force damage on target as an action, instead of normal effect of your Channel Divinity. This effect lasts until the end of your next turn. You can’t use this feature against creatures already resistant or immune to force damage.

DIVINE STRIKE
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

AURA OF DECAY
When you reach 17th level, you are an avatar of un-being. All damage received (except by you) in 20ft radius form you increase by additional 1k10. If attack or effect deals damage of more than one type, use the type of highest damage.



Luck
Domain spells


1st
Bless, Bane


3rd
Enhance ability, Find traps


5th
Bestow curse, Remove curse


7th
Locate creature, Divination


9th
Mislead, Seeming



BONUS PROFICIENCIES
Clerics of Luck become proficient with 2 gaming sets of their choice at 1st level.

CHANNEL DIVINITY: FORTUNE'S SMILE
Reroll one your attack roll, saving throw or ability check that scored no higher than your Wisdom modifier.

CHANNEL DIVINITY IMPROVEMENT
Starting at 2nd level, you can force reroll on your enemy's successful attack roll, saving throw or ability check.

THREE TIMES THE CHARM
At 6th level, you gain cumulative +1 to attack rolls against creature for every missed attack against it. Bonus is lost when you hit at last on when you attack another creature.

DIVINE STRIKE
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the weapon type to the target. When you reach 14th level, the extra damage increases to 2d8.

FORTUNE'S FAVORITE
Beginning at 17th level, you gain bonus +1 to all saving throws.



Madness
Domain spells


1st
Dissonant whispers, Tasha’s hideous laughter


3rd
Phantasmal force, Crown of madness


5th
Blink, Hypnotic pattern


7th
Hallucinatory terrain, Confusion


9th
Modify memory, Seeming



CHANNEL DIVINITY: MADMAN'S LOGIC
When you fail mental (Intelligence, Wisdom or Charisma) saving throw, you can take any number of psychic damage and add that much to your roll.

THOUGHT REAP
Beginning at 2nd level, when creature fails on Intelligence or Wisdom save against your spell, you can decide to deal 1k6 psychic damage per that spell’s level to it.

MENTAL REFUGE
At 6th level, you become resistant to psychic damage, including those inflicted by your Madman’s logic feature.

DIVINE STRIKE
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

CHANNEL DIVINITY: MIND CORRUPTION
Starting at 17th level, you become able to twist thoughts of others. When creature targeted by this feature casts the spell, it must make a Constitution saving throw (as for concentration). On failed roll, spell fizzles and spell slot is wasted. Effect lasts until target succeeds on that save when casting another spell.



Nobility
Domain spells


1st
Command, Compelled duel


3rd
Zone of truth, Detect thoughts


5th
Beacon of hope, Crusader’s mantle


7th
Aura of purity, Guardian of faith


9th
Geas, Hallow



BONUS PROFICIENCIES
All clerics of Nobility are proficient with martial weapons.

CHANNEL DIVINITY: GLORIOUS WARD
You gain resistance to nonmagical weapon damage for 1 min.

CHANNEL DIVINITY: DIVINE ORDER
Starting at 2nd level, you can use your Channel Divinity to allow target creature to immediately take one action outside it's turn. No reaction is needed from target.

INSPIRING PRESENCE
Beginning at 6th level, allies in 20ft radius from you have advantage on saving throws against being charmed, frightened and stunned.

DIVINE STRIKE
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

DIVINE AWARENESS
When you reach 17th level, you know when you hear a lie.



Travel
Domain spells


1st
Longstrider, Purify food and drink


3rd
Pass without trace, Locate animals or plants


5th
Phantom steed, Speak with plants


7th
Freedom of movement, Dimension door


9th
Teleportation circle, Commune with nature



CHANNEL DIVINITY: PILGRIM'S BLESSING
Cancel one chosen effect of exhaustion levels affecting one living creature you touch. This exhaustion level still counts against the limit. Chosen effect is ignored until target finishes a long rest.

GLOBETROTTER
At 1st level, you get all vehicles proficiencies and gain +10ft of base walking speed.

WANDERER'S INSTINCT
Beginning at 2nd level, you can always unerringly point world's cardinal directions.

STRONG STEP
Starting at 2nd level, difficult terrain doesn't affect your speed anymore.

NIMBLE PASS
Beginning at 6th level, leaving enemy’s reach don't provoke opportunity attacks from him, if you haven't started your turn in his reach.

CHANNEL DIVINITY IMPROVEMENT
Starting at 6th level, you can cancel two effects of exhaustion instead of one using your Channel Divinity once.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

TIRELESS
When you reach 8th level, your march is never considered forced.

FAULTLESS TELEPORTATION
Starting at 17th level, teleport mishaps never occur to you and other creatures teleporting with you.

CHANNEL DIVINITY IMPROVEMENT
Starting at 17th level, single use of your Channel Divinity can cure (instead of just cancel effect of) up to 3 exhaustion levels of single creature.

RavenJovan
2016-03-12, 04:57 PM
Thank you for your hard work in this, I shall be looking over it and use it as I see fit, it should prove very useful as I'm translating deities into 5e use

Inevitability
2016-03-13, 02:09 AM
Great work!

Minor nitpick though: you spelled 'darkness' in the spell section of the darkness domain wrong.

WrittenInBlood
2016-03-13, 09:13 AM
Thanks, corrected.

WrittenInBlood
2016-08-25, 02:51 AM
Brew revised and updated. Hope you'll like it even more :smallwink: