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View Full Version : D&D 5e/Next New Divine Options: Lineage Domain Feats (for Divine Souls) + New Cleric Spells



Giegue
2017-11-11, 09:20 PM
So I recently got my copy of Xanathar's guide to everything and while I am happy with a lot of it, one thing that made me sad was a detail of the Divine Soul. In paticular, while you could choose what deific linage you come from, it had almost no real impact on your powers other than changing up your free spell. I personally feel that its weird that a favored soul of an evil deity gets a boost to healing instead of traditionally "evil" things, and as a result I've decided to rectify this by creating a bunch of new feats that Divine Souls can take to gain powers thematically tied to their divine linage. Each feat correlates to one of the Cleric Domains, allowing a Divine Soul to flesh out their divine linage in a more meaningful way and finally letting a divine soul of Pelor feel and play differently than a divine soul of Falazure. Additionally, I felt the cleric got pretty shafted in terms of new spell access in Xanathar's as well, and since we're on the theme of divine souls I have also brewed some more new spells for Clerics (and thus divine souls as well). Anyway, while I have general ideas for where I want all the "linage domain feats" to go, I don't have solid crunch for all of them, yet. This thread will thus be a constant WIP, updating with more linage domain feats for divine souls and more new cleric spells as I dream them up.


Lineage Domain (Arcana)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over arcane magic and wizardry, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:


You can cast any Sorcerer spell you know with the [ritual] tag as a ritual.
You gain one 1st level and 2nd level [ritual] tag spell from the wizard spell list as bonus Sorcerer spells known. For you, these spells count as Sorcerer spells, and do not count against your Sorcerer spells known (as-per the Sorcerer table). You cannot select Find Familiar with this feat.
By spending 10 minutes in a state of deep focus, you can draw upon your innate divine power to gain access to 1 metamagic power you don't know until you finish a long rest. Once you do this, you cannot do so again until you finish a long rest.

Lineage Domain (Death)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was a deity who holds sway over death and undeath, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:

Spells you cast that deal Necrotic damage ignore resistance to Necrotic damage.
When you cast a spell that creates undead (Such as Animate Dead or Create Undead.), the undead that spell creates gain 1 additional hit die (and the resulting hit point and hit point maximum increase). At 14th level, this increases to 2 hit dice.
Undead that are under your control (including both undead you create with spells like Animate Dead, and those you bring under your control with spells like Command Undead.) add an additional 1d4 Necrotic damage that ignores Necrotic resistance to their weapon attacks. At 14th level, this additional damage increases to 2d4.

Lineage Domain (Life)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over healing and life, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:


You gain proficiency with the Medicine skill. If you already have proficiency with the Medicine skill, you gain proficiency with one skill of your choice instead.
If you would add your proficiency bonus to a Medicine check, you add double your proficiency bonus instead. This effect does not stack with skill Expertise in medicine. (such as from the Prodigy feat or Rogue's Expertise feature.)
You gain a pool of healing power equal to 1/2 your Sorcerer level (minimum 1) + your Charisma modifier. When you cast a sorcerer spell that targets 1 or more allies, you can expend a number of points from this pool up to your Sorcerer level to heal one ally targeted by that spell for that amount. You regain all spent points when you finish a long rest.

Lineage Domain (Light)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over light and flame, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:

You gain the Light cantrip. For you, Light is a Sorcerer cantrip, and does not count against your total Sorcerer cantrips known. (as-per the Sorcerer table) If you already know the Light cantrip, you gain one cantrip of your choice from the Cleric or Sorcerer spell list instead.
You can use your spell slots to cast Burning Hands as a sorcerer spell.
Spells you cast that deal fire damage ignore resistance and deal half their damage as radiant damage.

Lineage Domain (Tempest)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over fury and storms, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:


You gain the Gust cantrip. For you, Gust is a Sorcerer cantrip, and does not count against your Sorcerer cantrips known. (as-per the Sorcerer table) If you already know the Gust cantrip, you gain one cantrip of your choice from the Cleric or Sorcerer spell list instead.
You can use your spell slots to cast Thunderwave as a Sorcerer spell.
Spells you cast that deal lightning damage ignore resistance deal half their damage as thunder damage.

Lineage Domain (Trickery)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over trickery and suberfuge, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:


You gain proficiency with Thieves' Cant (see the Rogue class feature of the same name).
You gain proficiency with Deception. If you are already proficient, you gain Expertise with Deception instead. (You use double your proficiency bonus on Deception checks, and cannot stack this with other sources of Expertise, such as the Prodigy feat and Rogue's Expertise feature.)
When you cast a spell of the Illusion or Enchantment school, you can spend 1 sorcery point to cast it without Verbal or Somatic components. If you have the Subtle Spell Metamagic power, you can apply that metamagic's effects to any Sorcerer spell of the Illusion or Enchantment school without spending a sorcery point instead. You can only reduce Subtle Spell's cost to 0 this way number of times equal to your Charisma modifier, and regain all spent uses when you finish a long rest.

Lineage Domain (War)

Prerequisites: You must be a Sorcerer with the Divine Soul origin and no other Lineage Domain feats.

Your divine ancestor was an deity who holds sway over War and strength, and as you've grown in power you've developed sorcererous abilities tied to their domain. When you select this feat, you gain the following benefits:

You gain proficiency with heavy armor, shields, and one martial weapon of your choice
You gain the Green Flame Blade cantrip as a bonus sorcerer cantrip known. (It does not count against your maximum sorcerer cantrips known.) If you already know Green Flame Blade, you instead gain one cantrip from the Cleric or Sorcerer spell list of your choice. (it counts as a sorcerer spell for you) Additionally, when you cast Green Flame Blade, it deals Radiant damage instead of fire damage, your weapon becoming wreathed with divine light instead of green fire.

In addition to developing powers associated with their divine ancestor's domain, some Divine Souls further develop this connection and learn to cast unique spells tied to the forces over which divine magic generally holds sway; life, death and the planes. When a Sorcerer with the Divine Soul would select a spell known due to their Spellcasting feature, at their DM's discretion they can select that spell from any spell lists they could normally, or the Scion Spell list (see below). These new spells are unique to the Divine Soul and represent unique powers only a true scion of a deity can use. As a result, while DMs may choose to make these spells available to other classes, doing so is generally a poor idea since they directly harness the power of the Sorcerer class, often having abilities that directly reference Sorcerer levels or Charisma, or require the spending of sorcery points.

The Divine Scion Spell lists is as follows:

(Note, this section is a WIP/will be expanded as I think of new spells)

Cantrips

Deathwatch
Scion's Hand

1st Level

Astral Seal
Raise Undead
Vigor

2nd Level

Command Undead
Consume Life
Shroud of Saints

3rd Level

Aura of Desecration
Martyr's Seal
Mass Vigor

5th Level

Summon Hearld

7th Level

Awaken Undead
Control Undead


(Other Divine Scion spells are WIP)

New Spells

Raise Undead
1st-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: 1 corpse
Components: V, S, M (A pinch of grave dirt and a drop of blood)
Duration: Instantainous

You can invoke your dark power to raise an undead minion from the corpse of a fallen foe. As an action, you can create 1 undead creature from a corpse within range. The creature you create can be any type of undead (including an incorporeal undead), as long as it’s CR doesn’t exceed 1/4th the level of the slot you used to cast this spell (rounded to the nearest CR.) and its size is no larger than the size of the targeted corpse.

All undead you reanimate with this spell remain reanimated for 1 hour, or until you dismiss them with a bonus action. When an undead you created with this spell dies or is dismissed, it crumbles to dust or discorporates, leaving it unable to be reanimated again. The undead this spell creates cannot create spawn or other undead, and you can command them and any other undead under your control with a bonus action. These undead always act immediately after your initiative in combat.

No matter how many times you use this feature, you can only control a number of undead equal to or less than your Charisma modifier. Undead created that exceed this limit are uncontrolled and hostile to all living creatures (including you). Upon reanimation, such undead will try to attack the nearest living creature.

If you are at least a 5th level sorcerer, the undead this spell creates remain reanimated indefinitely instead of for 1 hour. Additionally, you may spend 1 sorcery point when you cast this spell to increase the maximum CR of the undead you can create to the level of the expended slot. (instead of the usual 1/4th slot level.)

Command Undead
2nd-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: 1 Undead creature within range
Components: V, S
Duration: 4 Hours

You harness your dark power to press undead into your service. You target 1 undead creature within range and force it to make a Charisma saving throw. On a failed save, you have influence over the creature. Intelligent undead (those with 8 or more intelligence) who fail their save treat you as their close friend and ally for the spell's duration. They are friendly towards you and you have advantage on all Charisma checks you make when dealing with them. They will obey your requests and do favors for you as long as they do not involve directly fighting for you or otherwise endangering its (un)life.

After the duration of this spell ends, any intelligent undead you influenced with this spell remember that you used magic to command it, and will react accordingly. If you spend 1 sorcery point when you cast this spell, any intelligent undead you influenced with it do not remember that you used magic to command them.

If the targeted undead is mindless (has an intelligence under 8), it is instead under your total control for the spell's duration. As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have controlled with this spell. Once given a command, mindless undead will continue that course of action as long as they remain under this spell's effects.

At Higher Levels. For each spell level above first at which you cast this spell, it targets 1 additional undead creature and increases its duration by 3 hours (to a maximum of 24 hours with a 9th level slot.).

Control Undead
7th-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: All Undead within range you can see.
Components: V, S
Duration: Concentration, up to 1 minute.

You invoke your dark power to control the undead. turning them into your obedient slaves temporarily. All undead with CRs lower than your Sorcerer level make a Charisma saving throw. On a failed save, they are friendly towards you and your allies and are under your total control. You may command these undead to move freely (no action required), but in order for them to take an action must command them with a bonus action. You can use this same bonus action to command any other undead under your control.

At Higher Levels. When you cast this spell in a slot of 8th level, its duration increases to 1 hour. When you cast this spell in a 9th level slot, its duration increases to 8 hours.

Vigor
1st-level Evocation
Casting Time: 1 action
Range: Touch
Target: 1 creature
Components: V, S
Duration: Concentration, up to 60 seconds.

You touch 1 creature and imbue it with healing energies. As long as you maintain concentration on this spell, the target heals 1 damage every 6 seconds. If the target is dying, it is automatically stabilized when you cast this spell on it. If you spend 1 sorcery point when you cast this spell, you may concentrate on this it an additional 6 seconds for every Sorcerer level you have, to a maximum of 90 seconds.

At Higher Levels. If you cast this spell using a slot of 3rd level or higher, as long as you maintain concentration on this spell the target heals 2 damage every six seconds instead of 1.

NOTE: Since all the stuff I'll be posting here is very, VERY rough, a lot of it is likely not balanced. Any help balancing what I'll be continually posting up would be most appreciated!