When you choose this domain at 1st level, you gain proficiency with heavy armor and martial and improvised weapons. You also gain proficiency in the Performance skill.
Bonus Cantrip
Also at 1st level, you learn the vicious mockery cantrip. It counts as a cleric spell for you, but doesn't count against your number of cantrips known.
Channel Divinity: Holy Hand Grenade
Starting at 2nd level, you can use your Channel Divinity to temporarily reshape reality.
As a bonus action, you shout, "Bring forth the Holy Hand Grenade," and a lower-ranking priest appears from thin air, carrying an ornate pillow on which rests a solid gold hand grenade with your holy symbol engraved on the front. The priest has the statistics of a commoner but cannot take actions or reactions and is a celestial instead of its normal type. As an action, you or one of your allies within 5 feet of you can grab the Holy Hand Grenade, remove the pin, count to exactly three (not 4, not 2 except that in doing so you or your ally counts to 3, not 5, 3), and throw it at a point within 120 feet, at which point it explodes, forcing every creature within a number of feet equal to 5 times your Wisdom modifier of it to make a Dexterity saving throw against your spell save DC. If you or your ally throws it too soon, a creature in the explosion's area can use its reaction to gain advantage on the saving throw. If you or your ally doesn't throw it in time, it explodes centered on your or your ally's position. A creature in the explosion takes a number of d4s of radiant damage equal to your Wisdom modifier plus half your cleric level on a failed save, or half as much damage on a success. Beasts, monstrosities, and fiends in the shape of beasts or monstrosities have disadvantage on the saving throw.
If the Holy Hand Grenade is not used within a number of rounds equal to your Wisdom modifier, everything created by this power disappears.
Infinite Improbability Generator
Starting at 6th level, you have an interdimensional device called an Infinite Improbability Generator embedded in your mind. You learn to channel the power of the Infinite Improbability Generator to reshape reality in accordance with your whims.
As a reaction when you or a creature within 30 feet of you makes a roll of any sort, you can set that roll to a value of your choice, as long as the value you set it to is possible on the dice rolled. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage. Each time you use this feature again before finishing a long rest, the psychic damage increases by 1d12. This damage ignores resistance and immunity.
You can use a bonus action to add something highly improbable and utterly absurd to the environment around you. The DM has the final say as to whether a given addition is allowed. You can use this feature a number of times up to your Wisdom modifier and regain all expended uses whenever you finish a short or long rest. You can spend inspiration to regain all expended uses of this feature.
Divine Dynamite
Starting at 8th level, your Holy Hand Grenade feature uses d6s instead of d4s.
Celestial C-4
Starting at 14th level, your Holy Hand Grenade feature uses d8s instead of d6s.
Channel Divinity: Redshirt
Starting at 17th level, you can use your Channel Divinity to inflict utter helplessness on your enemies.
As an action, you can force one creature you can see to succeed on a Charisma saving throw against your spell save DC or be cursed for 1 minute. Any creature that outranks any other creature has advantage on the saving throw. While cursed, a creature has disadvantage on all Investigation and Perception checks, as well as Strength, Dexterity, Constitution, and death saving throws, traps and similar hazards have advantage on attack rolls against the creature, and any attack that hits the creature is automatically a critical hit.
Spell list choices, not entirely sure those are what I would pick though I would probably need to sit down a bit and look through the spell lists to suggest any alterations.
I like the bonus proficiencies seem to go well with what you were looking at. Same with the cantrip.
Holy hand grenade, first off instead of a lower level priest maybe say a celestial spirit (one of the low CR ones???) comes and delivers it to you. Just feels a bit odd having a random priest somewhere in the world teleported to you and them suddenly gaining this grenade. Though guess depending on how the DM roleplay this it could be amusing. I would maybe if you are putting in the timer line mention what happens it they deliberatly choose (or accidentally who knows) do not throw it at the correct moment. For damage maybe have it that the number of D6s is equal to half the Clerics level (rounded Down), mainly because if they multiclass this is less bad but if they go full priest 20D6 is both an inconvenience for the players if the physically roll and incredibly high damage.
Infinite Improbability Generator, I like it I don't think its broken (power gamers probably could come up with something XD), like while very good it does have the advantage of channel divinity is limited in its use. Only points I would raise are that this does vastly overshadow other channel divinity meaning it may cause this used far more often.
Divine smite - I feel this doesn't really fit, not sure what to suggest but it just does not feel right. I may come back at somepoint and be able to suggest something but for now just not sure how to feel.
Redshirts, so I feel a) it should not be a channel divinity just make it a feature they can only use once or twice with a short rest especially as you already have 2 other channel divinities added in this domain. b) like have not ever hit this high a level play but that just reads like a really good effect, though a wise DM could work around this by ensuring the big boss threats have a good chance of beating the charisma save.
Overall love the idea, love the feel and generally love the rules just think a few tweaks could be needed.
Rollback Post to RevisionRollBack
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 1 Hexblade Warlock
Spell list choices, not entirely sure those are what I would pick though I would probably need to sit down a bit and look through the spell lists to suggest any alterations.
I like the bonus proficiencies seem to go well with what you were looking at. Same with the cantrip.
Thanks.
Holy hand grenade, first off instead of a lower level priest maybe say a celestial spirit (one of the low CR ones???) comes and delivers it to you. Just feels a bit odd having a random priest somewhere in the world teleported to you and them suddenly gaining this grenade. Though guess depending on how the DM roleplay this it could be amusing.
Have you ever seen Monty Python and the Holy Grail?
I would maybe if you are putting in the timer line mention what happens it they deliberatly choose (or accidentally who knows) do not throw it at the correct moment.
Good point. If you throw it too soon, the targets can use their reactions to gain advantage on the saving throw. If you don't throw it in time, it explodes centered on your position.
For damage maybe have it that the number of D6s is equal to half the Clerics level (rounded Down), mainly because if they multiclass this is less bad but if they go full priest 20D6 is both an inconvenience for the players if the physically roll and incredibly high damage.
And you were worried that Infinite Improbability Generator would be the only Channel Divinity option anyone ever used once they got it.
I did change my mind about the damage equation a few times. [[Wisdom modifier]+[proficiency bonus]]d6+[cleric level] starts out at 5d6+2 and ends at 11d6+20, instead of starting at 2d6+5 and ending at 20d6+11, which is why I used the equation I did.
Infinite Improbability Generator, I like it I don't think its broken (power gamers probably could come up with something XD),
Maximize damage of something like meteor swarm or erupting earth, or make the paladin's biggest smite ever crit.
like while very good it does have the advantage of channel divinity is limited in its use. Only points I would raise are that this does vastly overshadow other channel divinity meaning it may cause this used far more often.
I just got an idea. Make it not Channel Divinity, but borrow the restrictions on the Evoker's Overchannel, with psychic damage instead of necrotic.
Divine smite - I feel this doesn't really fit, not sure what to suggest but it just does not feel right. I may come back at somepoint and be able to suggest something but for now just not sure how to feel.
Every other domain gets either that or +Wis to cantrip damage. I went with weapon damage because it gets heavy armor and martial weapons.
Redshirts, so I feel a) it should not be a channel divinity just make it a feature they can only use once or twice with a short rest especially as you already have 2 other channel divinities added in this domain. b) like have not ever hit this high a level play but that just reads like a really good effect, though a wise DM could work around this by ensuring the big boss threats have a good chance of beating the charisma save.
How about any creature that outranks any other creature has advantage on the saving throw?
Overall love the idea, love the feel and generally love the rules just think a few tweaks could be needed.
Thanks again. I like having someone competent to bounce ideas off of.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Spell list choices, not entirely sure those are what I would pick though I would probably need to sit down a bit and look through the spell lists to suggest any alterations.
Just some quick replies I will make seperate response to the spell choices as I will want to definatly look through all of the spells to give you some reccomendations.
I like the bonus proficiencies seem to go well with what you were looking at. Same with the cantrip.
Thanks.
Holy hand grenade, first off instead of a lower level priest maybe say a celestial spirit (one of the low CR ones???) comes and delivers it to you. Just feels a bit odd having a random priest somewhere in the world teleported to you and them suddenly gaining this grenade. Though guess depending on how the DM roleplay this it could be amusing.
Have you ever seen Monty Python and the Holy Grail?
I have seen monty python and the holy grail the reason i mentioned a spirit is it seemed more appropriate to DnD spells and bilities current but then again as I said not entirely unreasonable.
I would maybe if you are putting in the timer line mention what happens it they deliberatly choose (or accidentally who knows) do not throw it at the correct moment.
Good point. If you throw it too soon, the targets can use their reactions to gain advantage on the saving throw. If you don't throw it in time, it explodes centered on your position.
For damage maybe have it that the number of D6s is equal to half the Clerics level (rounded Down), mainly because if they multiclass this is less bad but if they go full priest 20D6 is both an inconvenience for the players if the physically roll and incredibly high damage.
And you were worried that Infinite Improbability Generator would be the only Channel Divinity option anyone ever used once they got it.
I did change my mind about the damage equation a few times. [[Wisdom modifier]+[proficiency bonus]]d6+[cleric level] starts out at 5d6+2 and ends at 11d6+20, instead of starting at 2d6+5 and ending at 20d6+11, which is why I used the equation I did.
For the Holy hand grenade damage considering the rarity of Channel Divinity and the high damage spells you get at higher levels many damage dice I still feel would be overshadowed by the Improbability generator as I said i think the easiest equation is half the cleric level but add a thing maybe where at level 10 is goes up to D8s.
Infinite Improbability Generator, I like it I don't think its broken (power gamers probably could come up with something XD),
Maximize damage of something like meteor swarm or erupting earth, or make the paladin's biggest smite ever crit.
For comments on the Improbability Generator I know what it could be used for but I don't feel its that broken because often it will be used to mke another party member more awesome, which I feel is always a good thing.
like while very good it does have the advantage of channel divinity is limited in its use. Only points I would raise are that this does vastly overshadow other channel divinity meaning it may cause this used far more often.
I just got an idea. Make it not Channel Divinity, but borrow the restrictions on the Evoker's Overchannel, with psychic damage instead of necrotic.
For which channel divinity?
Divine smite - I feel this doesn't really fit, not sure what to suggest but it just does not feel right. I may come back at somepoint and be able to suggest something but for now just not sure how to feel.
Every other domain gets either that or +Wis to cantrip damage. I went with weapon damage because it gets heavy armor and martial weapons.
I mean yes but I also feel you could come up with something thats not really either of these. Not sure what one idea that comes to mind like as a once per long or short rest ability (not sure which balance wise will have to look) regaining some spell slots or something or maybe channel divinity uses based of doing a satire based action?
Redshirts, so I feel a) it should not be a channel divinity just make it a feature they can only use once or twice with a short rest especially as you already have 2 other channel divinities added in this domain. b) like have not ever hit this high a level play but that just reads like a really good effect, though a wise DM could work around this by ensuring the big boss threats have a good chance of beating the charisma save.
How about any creature that outranks any other creature has advantage on the saving throw?
Could work
Overall love the idea, love the feel and generally love the rules just think a few tweaks could be needed.
Thanks again. I like having someone competent to bounce ideas off of.
Sorry for formatting no idea on these forums how to break up the quote boxes.
Spell list choices, not entirely sure those are what I would pick though I would probably need to sit down a bit and look through the spell lists to suggest any alterations.
Just some quick replies I will make seperate response to the spell choices as I will want to definatly look through all of the spells to give you some reccomendations.
I like the bonus proficiencies seem to go well with what you were looking at. Same with the cantrip.
Thanks.
Holy hand grenade, first off instead of a lower level priest maybe say a celestial spirit (one of the low CR ones???) comes and delivers it to you. Just feels a bit odd having a random priest somewhere in the world teleported to you and them suddenly gaining this grenade. Though guess depending on how the DM roleplay this it could be amusing.
Have you ever seen Monty Python and the Holy Grail?
I have seen monty python and the holy grail the reason i mentioned a spirit is it seemed more appropriate to DnD spells and bilities current but then again as I said not entirely unreasonable.
Okay, I have an idea. The priest is a celestial instead of its normal type.
I would maybe if you are putting in the timer line mention what happens it they deliberatly choose (or accidentally who knows) do not throw it at the correct moment.
Good point. If you throw it too soon, the targets can use their reactions to gain advantage on the saving throw. If you don't throw it in time, it explodes centered on your position.
For damage maybe have it that the number of D6s is equal to half the Clerics level (rounded Down), mainly because if they multiclass this is less bad but if they go full priest 20D6 is both an inconvenience for the players if the physically roll and incredibly high damage.
And you were worried that Infinite Improbability Generator would be the only Channel Divinity option anyone ever used once they got it.
I did change my mind about the damage equation a few times. [[Wisdom modifier]+[proficiency bonus]]d6+[cleric level] starts out at 5d6+2 and ends at 11d6+20, instead of starting at 2d6+5 and ending at 20d6+11, which is why I used the equation I did.
For the Holy hand grenade damage considering the rarity of Channel Divinity and the high damage spells you get at higher levels many damage dice I still feel would be overshadowed by the Improbability generator as I said i think the easiest equation is half the cleric level but add a thing maybe where at level 10 is goes up to D8s.
How about [[[cleric level]/2]+[Wisdom modifier]d4, changing to d6s at 8th level and d8s at 14th level?
Infinite Improbability Generator, I like it I don't think its broken (power gamers probably could come up with something XD),
Maximize damage of something like meteor swarm or erupting earth, or make the paladin's biggest smite ever crit.
For comments on the Improbability Generator I know what it could be used for but I don't feel its that broken because often it will be used to mke another party member more awesome, which I feel is always a good thing.
like while very good it does have the advantage of channel divinity is limited in its use. Only points I would raise are that this does vastly overshadow other channel divinity meaning it may cause this used far more often.
I just got an idea. Make it not Channel Divinity, but borrow the restrictions on the Evoker's Overchannel, with psychic damage instead of necrotic.
For which channel divinity?
Infinite Improbability Generator.
Divine smite - I feel this doesn't really fit, not sure what to suggest but it just does not feel right. I may come back at somepoint and be able to suggest something but for now just not sure how to feel.
Every other domain gets either that or +Wis to cantrip damage. I went with weapon damage because it gets heavy armor and martial weapons.
I mean yes but I also feel you could come up with something thats not really either of these. Not sure what one idea that comes to mind like as a once per long or short rest ability (not sure which balance wise will have to look) regaining some spell slots or something or maybe channel divinity uses based of doing a satire based action?
Redshirts, so I feel a) it should not be a channel divinity just make it a feature they can only use once or twice with a short rest especially as you already have 2 other channel divinities added in this domain. b) like have not ever hit this high a level play but that just reads like a really good effect, though a wise DM could work around this by ensuring the big boss threats have a good chance of beating the charisma save.
How about any creature that outranks any other creature has advantage on the saving throw?
Could work
Overall love the idea, love the feel and generally love the rules just think a few tweaks could be needed.
Thanks again. I like having someone competent to bounce ideas off of.
Sorry for formatting no idea on these forums how to break up the quote boxes.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Satire Domain Spells
1st level: grease, Tasha's hideous laughter
3rd level: crown of madness, magic mouth
5th level: magic dice, rain of fish
7th level: confusion, suggestion
9th level: animate objects, mislead
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial and improvised weapons. You also gain proficiency in the Performance skill.
Bonus Cantrip
Also at 1st level, you learn the vicious mockery cantrip. It counts as a cleric spell for you, but doesn't count against your number of cantrips known.
Channel Divinity: Holy Hand Grenade
Starting at 2nd level, you can use your Channel Divinity to temporarily reshape reality.
As a bonus action, you shout, "Bring forth the Holy Hand Grenade," and a lower-ranking priest appears from thin air, carrying an ornate pillow on which rests a solid gold hand grenade with your holy symbol engraved on the front. The priest has the statistics of a commoner but cannot take actions or reactions and is a celestial instead of its normal type.
As an action, you or one of your allies within 5 feet of you can grab the Holy Hand Grenade, remove the pin, count to exactly three (not 4, not 2 except that in doing so you or your ally counts to 3, not 5, 3), and throw it at a point within 120 feet, at which point it explodes, forcing every creature within a number of feet equal to 5 times your Wisdom modifier of it to make a Dexterity saving throw against your spell save DC. If you or your ally throws it too soon, a creature in the explosion's area can use its reaction to gain advantage on the saving throw. If you or your ally doesn't throw it in time, it explodes centered on your or your ally's position.
A creature in the explosion takes a number of d4s of radiant damage equal to your Wisdom modifier plus half your cleric level on a failed save, or half as much damage on a success. Beasts, monstrosities, and fiends in the shape of beasts or monstrosities have disadvantage on the saving throw.
If the Holy Hand Grenade is not used within a number of rounds equal to your Wisdom modifier, everything created by this power disappears.
Infinite Improbability Generator
Starting at 6th level, you have an interdimensional device called an Infinite Improbability Generator embedded in your mind. You learn to channel the power of the Infinite Improbability Generator to reshape reality in accordance with your whims.
As a reaction when you or a creature within 30 feet of you makes a roll of any sort, you can set that roll to a value of your choice, as long as the value you set it to is possible on the dice rolled. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage. Each time you use this feature again before finishing a long rest, the psychic damage increases by 1d12. This damage ignores resistance and immunity.
You can use a bonus action to add something highly improbable and utterly absurd to the environment around you. The DM has the final say as to whether a given addition is allowed. You can use this feature a number of times up to your Wisdom modifier and regain all expended uses whenever you finish a short or long rest. You can spend inspiration to regain all expended uses of this feature.
Divine Dynamite
Starting at 8th level, your Holy Hand Grenade feature uses d6s instead of d4s.
Celestial C-4
Starting at 14th level, your Holy Hand Grenade feature uses d8s instead of d6s.
Channel Divinity: Redshirt
Starting at 17th level, you can use your Channel Divinity to inflict utter helplessness on your enemies.
As an action, you can force one creature you can see to succeed on a Charisma saving throw against your spell save DC or be cursed for 1 minute. Any creature that outranks any other creature has advantage on the saving throw.
While cursed, a creature has disadvantage on all Investigation and Perception checks, as well as Strength, Dexterity, Constitution, and death saving throws, traps and similar hazards have advantage on attack rolls against the creature, and any attack that hits the creature is automatically a critical hit.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Spell list choices, not entirely sure those are what I would pick though I would probably need to sit down a bit and look through the spell lists to suggest any alterations.
I like the bonus proficiencies seem to go well with what you were looking at. Same with the cantrip.
Holy hand grenade, first off instead of a lower level priest maybe say a celestial spirit (one of the low CR ones???) comes and delivers it to you. Just feels a bit odd having a random priest somewhere in the world teleported to you and them suddenly gaining this grenade. Though guess depending on how the DM roleplay this it could be amusing. I would maybe if you are putting in the timer line mention what happens it they deliberatly choose (or accidentally who knows) do not throw it at the correct moment. For damage maybe have it that the number of D6s is equal to half the Clerics level (rounded Down), mainly because if they multiclass this is less bad but if they go full priest 20D6 is both an inconvenience for the players if the physically roll and incredibly high damage.
Infinite Improbability Generator, I like it I don't think its broken (power gamers probably could come up with something XD), like while very good it does have the advantage of channel divinity is limited in its use. Only points I would raise are that this does vastly overshadow other channel divinity meaning it may cause this used far more often.
Divine smite - I feel this doesn't really fit, not sure what to suggest but it just does not feel right. I may come back at somepoint and be able to suggest something but for now just not sure how to feel.
Redshirts, so I feel a) it should not be a channel divinity just make it a feature they can only use once or twice with a short rest especially as you already have 2 other channel divinities added in this domain. b) like have not ever hit this high a level play but that just reads like a really good effect, though a wise DM could work around this by ensuring the big boss threats have a good chance of beating the charisma save.
Overall love the idea, love the feel and generally love the rules just think a few tweaks could be needed.
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
Yeah, the spells were probably the hardest part. Perhaps magic dice and rain of fish instead of enthrall and heat metal? Maybe even kumbaya instead of grease?
Thanks.
Have you ever seen Monty Python and the Holy Grail?
Good point. If you throw it too soon, the targets can use their reactions to gain advantage on the saving throw. If you don't throw it in time, it explodes centered on your position.
And you were worried that Infinite Improbability Generator would be the only Channel Divinity option anyone ever used once they got it.
I did change my mind about the damage equation a few times. [[Wisdom modifier]+[proficiency bonus]]d6+[cleric level] starts out at 5d6+2 and ends at 11d6+20, instead of starting at 2d6+5 and ending at 20d6+11, which is why I used the equation I did.Maximize damage of something like meteor swarm or erupting earth, or make the paladin's biggest smite ever crit.
I just got an idea. Make it not Channel Divinity, but borrow the restrictions on the Evoker's Overchannel, with psychic damage instead of necrotic.
Every other domain gets either that or +Wis to cantrip damage. I went with weapon damage because it gets heavy armor and martial weapons.
How about any creature that outranks any other creature has advantage on the saving throw?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Ah thanks for that. Well hopefully the feed back (anything in bold ) is helpful anyway XD
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
Okay, I have an idea. The priest is a celestial instead of its normal type.
Infinite Improbability Generator.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Priest being celestial would work. I imagine you could have some very amusing npc reactions whenever they are summoned.
I like the Holy hand grenade equation that has quite a nice curve to it.
Love your proposed changes to Infinite Improbability Generator.
Going to finally deal with the spell list in a followup post.
EDIT: after having gone through your changed list it is actually great and had a laugh with those two homebrew spells.
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"