Increase your Wisdom, Intelligence, or Charisma score by one, up to a maximum of 20
Gain the ability to use a Domain Expansion once per long rest.
- This ability requires the use of a two handed hand sign.
- Create a black magical barrier with a 20-60ft radius. This barrier can be broken by attacks from the outside, and the barrier has an AC equal to 10 plus your spellcasting modifier. The barrier has health equal to half or your max health, rounded up. The inside of the barrier is an area described by the player (can be any aesthetic), and the area seems to go on infinitely.
-When activated, creatures you choose in line of sight within 30 feet of you must make a dexterity saving throw equal to your spell save DC. On a fail, they are brought into the Domain. On a success, they are left outside of the Domain.
- Monks may use their Focus save in place of their spell save DC, if they wish.
- Martial classes may use their Strength, Dexterity, or Constitution for their spell save DC for this feat specifically.
- Upon activation, you drop to half hp. Additionally, you use up the rest of your key resources for your class, adding +1 to the previous dexterity saving through per resource consumed. Example: If you are a Monk, your remaining Focus points will be consumed. If the DC for the dexterity save is normally 15, and your had 5 Focus points left, the DC will now be 20.
- Notable exceptions: For spellcasters that fully rely on their spells in combat (Wizard and Sorcerer): Half of your max spell slots (rounded down, minimum one) per spell slot level will be consumed. For instance, if you have 6 LV1 Spell slots, 5 LV2 Spell slots, and 3 LV3 spell slots, 3 LV1, 2 LV2, and 1LV3 spell slots will be consumed, if those slots are available. Other classes with spellcasting have other ways to deal a decent amount of damage, so their resources are consumed normally.
- Sorcerers can alternatively use their Metamagic resource instead of their spell slots.
- Other exceptions or modifications to this rule can be made by the DM, so don't be afraid to ask and/or make some changes to make this Feat more fun!
- While inside the domain, all creatures besides the caster take 1d4 elemental damage of the caster's choosing. Once the choice is made, it cannot be changed. All attacks hit, and dice is rolled to crit. You will crit if you roll the creature's armor class +3. Additionally, you gain +2 to your armor class and gain an additional action upon activation. When the Domain ends, you gain 1 level of exhaustion and are stunned for one turn.
- This domain lasts 1d4 +1 turns or until the Domain's barrier is broken, the domain is deactivated by the user, or the user becomes unconscious.
This domain becomes more refined at higher character levels:
Level 1: Base feat
Level 6: Barrier health is now equal to your max health
Level 10: Elemental damage now increases by 1d4 every two levels from here on
Level 15: You no longer gain exhaustion nor are you stunned after the domain ends. Instead, your movement speed is halved and you cannot make opportunity attacks until the start of your next turn. Additionally, you may now use a one-handed hand sign to activate the Domain
Level 18: You now crit the enemy if you roll their AC plus 2
Level 20: You lose no health
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Posted Nov 14, 2026Idk if it's balanced, but i thought it could be fun as a feat.