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nickl_2000
2018-08-23, 09:24 AM
My first shot at this, I'm trying to make more primal type domains than just nature. Please let me know what you think. Anything completely broken, seems out of touch, etc. Thank you!

Animal Domain

Domain Spells
Cleric Level/Spells
1st Beast Bond, Speak with Animals,
3rd Beast Sense, Locate Animals or Plants
5th Conjure Animals, Phantom Steed
7th Dominate Beast, Polymorph,
9th Commune with Nature, Wraith of Nature

Bonus Cantrip
When you choose this domain at 1st level, you gain the Primal Savagery cantrip if you don’t already know it. You cast this cantrip as a cleric cantrip.

Primal Weaponry
Also at level 1, your deity causes your more primal aspects of your physiology to come to the forefront, enhanced by the divine power. You gain claws or a bite attack that does 1d6 (slashing for claws or piercing for bite). Due to the divine origin of these modifications, you use wisdom for your attack and damage modifier on this attack. You are proficient with these attacks.


Channel Divinity: Primal Roar
Starting at 2nd level, you can use your Channel Divinity to create a primal roar.
As an action, you present your holy symbol and invoke the name of your deity. Doing so imbues your lungs and vocal chords with divine energy allowing you to create a primal roar of challenge against an opponent. For the next minute, all attacks by that opponent that are against someone else other than you are made at disadvantage.


Primal Enhancement
At 6th level, all attacks with your primal weapons are considered magical for the intent of overcoming resistances. Also, your primal Weaponry is enhanced to do 1d8 damage instead of 1d6.


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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Primal Perfection
Your bite or claw attack is further enhanced by your deity. You gain three of the following enhancements to your primal weaponry attack.

Keen - The critical hit range is increased by 1
Accurate - Your attack rolls are increased by 2
Deadly - Your damage rolls are increased by 2
Poisonous - After a hit, the hit target makes a DC 15 poison save, or takes an addition 2d8 poison damage
Savage - On a critical strike, you roll an additional 2d8 damage
Quick - You may make an additional attack as a bonus action
Wounding - When an opponent is damaged, they must make a DC 13 Constitution save. On failure, they are wounded causing them to take 1d4 damage at the start of each turn. This damage does not stack, and saves can be repeated at the end of their turn to end this effect.
Holy - You do an extra 2d8 radiant damage against Undead with your primal weapons.
Blessed - You do an extra 2d8 radiant damage against Demons and Devils with your primal weapons.
Profane - You do an extra 2d8 necrotic damage against Celestials with your primal weapons.
Iron - You do an extra 2d8 damage against Fey with your primal weapons.
Divine - You may cast a cantrip as a bonus action after making an attack with primal weapons (Counts as 2 enhancements).




Here is the full group from the set
Plant Domain (http://www.giantitp.com/forums/showthread.php?567201-Cleric-Subclass-Plant-Domain-PEACH)
Water Domain (http://www.giantitp.com/forums/showthread.php?567203-Cleric-subclass-Water-Domain-PEACH)
Air Domain (http://www.giantitp.com/forums/showthread.php?567207-Cleric-Subclass-Air-Domain-PEACH)
Animal Domain (http://www.giantitp.com/forums/showthread.php?567198-Cleric-subclass-Animal-Domain-PEACH)

Vogie
2018-08-23, 11:44 AM
Primal Perfection
Your bite or claw attack is further enhanced by your deity. You gain three of the following enhancements to your primal weaponry attack.

Keen - The critical hit range is increased by 1
Accurate - Your attack rolls are increased by 2
Deadly - Your damage rolls are increased by 2
Poisonous - After a hit, the hit target makes a DC 15 poison save, or takes an addition 2d8 poison damage
Savage - On a critical strike, you roll an additional 2d8 damage
Quick - You may make an additional attack as a bonus action
Wounding - When an opponent is damaged, they must make a DC 13 Constitution save. On failure, they are wounded causing them to take 1d4 damage at the start of each turn. This damage does not stack, and saves can be repeated at the end of their turn to end this effect.
Holy - You do an extra 2d8 radiant damage against Undead with your primal weapons.
Blessed - You do an extra 2d8 radiant damage against Demons and Devils with your primal weapons.
Profane - You do an extra 2d8 necrotic damage against Celestials with your primal weapons.
Iron - You do an extra 2d8 damage against Fey with your primal weapons.
Divine - You may cast a cantrip as a bonus action after making an attack with primal weapons (Counts as 2 enhancements).


I assume you would mean

Keen - Your natural weapon attacks score a critical hit on a roll of 19 or 20
Accurate- You gain a +2 bonus to attack rolls with your natural weapons
Deadly - you gain a +2 bonus to damage rolls with your natural weapons

And the Iron option needs a damage type. Probably radiant or force??

Overall this is my favorite of the archetypes you've made

nickl_2000
2018-08-23, 11:50 AM
I assume you would mean

Keen - Your natural weapon attacks score a critical hit on a roll of 19 or 20
Accurate- You gain a +2 bonus to attack rolls with your natural weapons
Deadly - you gain a +2 bonus to damage rolls with your natural weapons

And the Iron option needs a damage type. Probably radiant or force??

Overall this is my favorite of the archetypes you've made

Sure, those are mostly just phrasing. Radiant makes sense to me.

This was the first one I made, from this group. So it may be more unique due to that. I did like the idea of becoming more animalstic as you leveled. Do you think that there should be a reach option to the level 17 ability?


Animal Domain Take 2

Domain Spells
Cleric Level/Spells
1st Beast Bond, Speak with Animals,
3rd Beast Sense, Locate Animals or Plants
5th Conjure Animals, Phantom Steed
7th Dominate Beast, Polymorph,
9th Commune with Nature, Wrath of Nature

Bonus Cantrip
When you choose this domain at 1st level, you gain the Primal Savagery cantrip if you don’t already know it. You cast this cantrip as a cleric cantrip.

Primal Weaponry
Also at level 1, your deity causes your more primal aspects of your physiology to come to the forefront, enhanced by the divine power. You gain claws or a bite attack that does 1d6 (slashing for claws or piercing for bite). Due to the divine origin of these modifications, you use wisdom for your attack and damage modifier on this attack. You are proficient with these attacks.

Channel Divinity: Primal Roar
Starting at 2nd level, you can use your Channel Divinity to create a primal roar.
As an action, you present your holy symbol and invoke the name of your deity. Doing so imbues your lungs and vocal chords with divine energy allowing you to create a primal roar of challenge against an opponent. For the next minute, all attacks by that opponent that are against someone else other than you are made at disadvantage.

Primal Enhancement
At 6th level, all attacks with your primal weapons are considered magical for the intent of overcoming resistances. Also, your primal Weaponry is enhanced to do 1d8 damage instead of 1d6.

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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Primal Perfection
At level 17, Your bite or claw attack is further enhanced by your deity. You gain three of the following enhancements to your primal weaponry attack.
Keen - Your natural weapon attacks score a critical hit on a roll of 19 or 20
Accurate - You gain a +2 bonus to attack rolls with your natural weapons
Deadly - You gain a +2 bonus to damage rolls with your natural weapons
Poisonous - After a hit, the hit target makes a DC 15 poison save, or takes an addition 2d8 poison damage
Savage - On a critical strike, you roll an additional 2d8 damage
Quick - You may make an additional attack as a bonus action
Wounding - When an opponent is damaged, they must make a DC 13 Constitution save. On failure, they are wounded causing them to take 1d4 damage at the start of each turn. This damage does not stack, and saves can be repeated at the end of their turn to end this effect.
Holy - You do an extra 2d8 radiant damage against Undead with your primal weapons.
Blessed - You do an extra 2d8 radiant damage against Demons and Devils with your primal weapons.
Profane - You do an extra 2d8 necrotic damage against Celestials with your primal weapons.
Iron - You do an extra 2d8 radiant damage against Fey with your primal weapons.
Divine - You may cast a cantrip as a bonus action after making an attack with primal weapons (Counts as 2 enhancements).

nickl_2000
2018-08-23, 12:20 PM
I realized that pretty much everything here was combat based. So, I added a feature at level 6 and 14 (which didn't have a huge about there in the way of fun stuff anyways) that give out of combat abilities

Domain Spells
Cleric Level/Spells
1st Beast Bond, Speak with Animals,
3rd Beast Sense, Locate Animals or Plants
5th Conjure Animals, Phantom Steed
7th Dominate Beast, Polymorph,
9th Commune with Nature, Wrath of Nature

Bonus Cantrip
When you choose this domain at 1st level, you gain the Primal Savagery cantrip if you don’t already know it. You cast this cantrip as a cleric cantrip.

Primal Weaponry
Also at level 1, your deity causes your more primal aspects of your physiology to come to the forefront, enhanced by the divine power. You gain claws or a bite attack that does 1d6 (slashing for claws or piercing for bite). Due to the divine origin of these modifications, you use wisdom for your attack and damage modifier on this attack. You are proficient with these attacks.

Channel Divinity: Primal Roar
Starting at 2nd level, you can use your Channel Divinity to create a primal roar.
As an action, you present your holy symbol and invoke the name of your deity. Doing so imbues your lungs and vocal chords with divine energy allowing you to create a primal roar of challenge against an opponent. For the next minute, all attacks by that opponent that are against someone else other than you are made at disadvantage.

Primal Enhancement
At 6th level, all attacks with your primal weapons are considered magical for the intent of overcoming resistances. Also, your primal Weaponry is enhanced to do 1d8 damage instead of 1d6.
Additionally, you can choose one other trait to sharpen as well. You may choose a second trait at level 14.

Eagle Eyes - Your sight becomes like an eagles, allowing you to see clearly up to 500 feet away
Bat’s Ear - You gain advantage on perception checks based on hearing
Dog’s Nose - You gain advantage on perception checks based on scent
Cat’s Paws - You gain advantage on all stealth rolls
Mole’s Sense - You gain blindvision to 10 feet.
Bird’s Directionality - You always know which way is north
Snake's tongue - You gain the ability to taste poison before consuming it.



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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Primal Perfection
At level 17 your bite or claw attack is further enhanced by your deity. You gain three of the following enhancements to your primal weaponry attack.

Keen - Your natural weapon attacks score a critical hit on a roll of 19 or 20
Accurate - You gain a +2 bonus to attack rolls with your natural weapons
Deadly - You gain a +2 bonus to damage rolls with your natural weapons
Poisonous - After a hit, the hit target makes a DC 15 poison save, or takes an addition 2d8 poison damage
Savage - On a critical strike, you roll an additional 2d8 damage
Quick - You may make an additional attack as a bonus action
Wounding - When an opponent is damaged, they must make a DC 13 Constitution save. On failure, they are wounded causing them to take 1d4 damage at the start of each turn. This damage does not stack, and saves can be repeated at the end of their turn to end this effect.
Holy - You do an extra 2d8 radiant damage against Undead with your primal weapons.
Blessed - You do an extra 2d8 radiant damage against Demons and Devils with your primal weapons.
Profane - You do an extra 2d8 necrotic damage against Celestials with your primal weapons.
Iron - You do an extra 2d8 radiant damage against Fey with your primal weapons.
Divine - You may cast a cantrip as a bonus action after making an attack with primal weapons (Counts as 2 enhancements).