Domain Expansion Image
Prerequisite: Requires a Class or subclass close to divinity, or the Tutelary race
 

You call upon your deity or your own powers to create a domain around you and your foes.

Activating Domains

  • You can spend an action to activate your domain and may only active your domain once per short rest.
  • When you activate your domain you reduce your maximum number of hit points by 10. At the start of your turn you can choose to maintain your domain expansion. If you do, your hit point maximum is reduced by 10.
  • Your hit point maximum can only return to normal after you take a long rest.
  • When you activate your domain, it can last for a number of rounds equal to your proficiency bonus. It can also be ended as a bonus action, if you choose to dismiss at the start of your turn, if you fall unconscious or you die.
  • Alternatively, if your domain is beaten in a Domain Clash, it is also dismissed and your hit dice maximum is reduced by the specified amount.

Domain Sizes & Range

  • When your activate your domain you pull every creature within a 20ft radius of you, into your domain.
  • When you do so, you create an external barrier around you and everyone else inside.
  • This barrier is immune to all damage types, but can still be broken into (see “Domain’s DC: Breaking & Entering” below for more information”.)
  • Despite the fact that the external size of a domain is typically 20ft in diameter, the inside of a domain is usually a lot larger.
  • All people pulled into a domain are brought into an extra dimensional space, a metaphysical landscape within the mind of its creator that reflects their personality, powers and their very soul. As its creator you can decide what this new environment looks like, without describing any harmful environmental effects, unless your domain abilities allow you to do so.
  • The internal size of a domain is twice as large that its external size. So if you create a domain with an external radius of 20ft, the internal radius of the domain will be 40ft, after it is created.

Domain DCs: Breaking & Entering

  • All domain’s have a general potency, indicated by their DC. This is used to indicate how difficult it is to break in or out of, as well as how strong the magical effects within it are. To calculate the DC of your own domain, it is: 8 + the modifier of an Ability Score of your choosing + your proficiency. Domains are manifestations of your soul and character and the strength of one’s domain can come from anywhere. As for yourself, does it’s power come from the greatness of your willpower, based on your Wisdom score, or perhaps your guile, cunning and quick reflexes or speed of thought, determined by your Intelligence or Dexterity perhaps?
  • Typically the outside of your domain is a lot easier to break into due to the fact that no one would typically want to enter, as doing so is more or less a death sentence. But if someone wished to do so, they must make a melee attack or melee spell attack roll against your domain’s DC. If they succeed on this attack roll, they fall through the barrier and enter at a random location within the domain, determined by the domain’s creator.
  • If ever someone wished to escape a domain, however, this would be much more difficult, but there are a few ways.
  • Your first option is to create a “Simple Domain”. (See “Simple Domains” below for more information.)
  • When you create a Simple Domain successfully, you create a 5ft wide hole in a space next to you, that other people can escape through.
  • Your second option for escaping a domain is to deal enough damage to the domain’s creator, so they are forced to dismiss it in fear of dying.
  • And thirdly, you could attempt to overwhelm the domain user with a domain expansion of your own, forcing a “Domain Clash” to ensue. (See “Domain Clashes” below for more information)

Simple Domains

Anyone with enough magical prowess or fortitude can create a simple domain.

  • A Simple Domain is a miniature manifestation of one’s soul that can be used to temporarily nullify the effects of another user’s domain expansion, and create a small exit point from it.
  • This space is half the size of your domain expansion's exterior size and only using upgrades that expand your domain or help with domain clashes (see "Upgrades" below).
  • When a Simple Domain is created within another creature’s domain, a Domain Clash ensues (see “Domain Clashes” below).
  • During this time, so long as the Domain Clash is in effect, all abilities of the opposing creature’s domain are nullified within the simple domain. Alongside this, a small 5ft wide hole opens up in a space adjacent to the creator of the Simple Domain. This 5ft hole can be moved through by any creature who spends 10ft of movement to do so, if they do, they will suddenly appear in a random space 5ft from the outside of the domain expansion.
  • In order to create a Simple Domain, you must spend an action to do so, as well as spend a 3rd level spell slot or higher, or alternatively, instead of spending a spell slot, reduce your maximum hit point total by 20.
  • At the start of each of your subsequent turns, you can choose to maintain your Simple Domain, continue the Domain Clash, and keep the 5ft wide exit open.
  • If you do so, you must spend an additional action as well as spending an additional 3rd level spell slot or higher, or alternatively reduce your maximum hit points total by 20.
  • If you exit the domain your Simple Domain is active in, your Simple Domain expires along with all of its effects.
  • If the domain has the effect "Borderless" (see "Upgrades" below) then you either only need to spend a 1st level spell slot, or reduce 10 maximum hit points. You also gain resistance to any damage done by the domain itself, and negate any disadvantage you may gain from it.

Domain Clashes

The best countermeasure against an opposing domain is to expand a domain of your own.

  • When this happens, both domain users engage in a clash of domains where each domain will try to overpower the other until only one remains.
  • If a creature activates their domain expansion, within another creature’s domain, both creature’s enter a Domain Clash. While a Domain Clash is active, the abilities of both domains are nullified until it is resolved.
  • At the start of each of those creature’s turns, they must make a Concentration Check against the opposing creature’s Domain DC. If they succeed, they achieve one success. If they fail, their maximum hit point total is reduced by 10.
  • If a creature achieves 3 successful Concentration Checks during a Domain Clash, they overpower the opposing creature’s domain and force it to be dismissed. The winner of a Domain Clash automatically activates their domain and it now contains all creatures who were inside the previous domain. The loser of the Domain Clash has their maximum hit point total reduced by 20 and gains one level of exhaustion.
  • When this is activated by someone using a Simple Domain, only the user of the Simple Domain has to roll the concentration checks to keep it open. Even if they succeed the three checks, they do not win the clash as it is not a full domain, they will continue to roll the checks until they dismiss their Simple Domain, or escape through it.

Upgrades:

  • At 1st, 4th, 6th, 8th level you gain three points you can put into the 15 upgrades below. At 12th, 14th, 16th, and 19th level you gain four points you can put into the 15 upgrades below.
  • At the cost of half of your maximum hit points and 2 levels of exhaustion, you can reset you points to change how they are placed into your upgrades. This could be used to indicate that your domain has evolved and changed due to your growth.
  • (At the DM's Discretion) You can reduce your maximum hit point total by 10 to gain an extra point to spend. Any hit points lost in this way cannot be regained and are lost forever unless the DM says otherwise.

Tier I:

Domain Duration

The presence of your domain grows, as you do.

  • This upgrade gains a free point at each of these levels.
  • Increase the duration of your domain expansion by 2 rounds (or 12 seconds outside of combat), for every point invested in this upgrade.
  • Additionally, you may cast your domain 1 additional time per short rest for each point invested in this upgrade.
  • A domain’s duration is the maximum length of time a duration can last for. Maintaining a domain at the start of each of your turns does not lengthen this time, only keeps your domain active.
  • You also only have to maintain the every other round, allowing you to keep the domain open for one extra round before loosing the 10 hit points for every point in this upgrade.

Tier II:

Space

Your domain is vast and all consuming.

  • You increase the external radius of your domain by 10 additional feet for every point spent in this upgrade, which in turn affects its interior size.
  • Additionally, while in your domain you may teleport once per turn as a free action. The number of feet you can teleport is equal to 20 times the amount of points invested in this upgrade.
Physical

Your domain sets you as its main focus, doing everything it can to enhance your own physical abilities.

  • While your domain is active, any time you make an attack roll you can add 1 to the result for every point spent in this upgrade. Additionally, the number you need to roll to get a critical hit is reduced by one, for every two points spent in this upgrade.
Environment

Your domain is vast and all consuming.

  • You can choose to reduce or increase the movement speed of any creatures within this domain by 20ft for every point spent in this upgrade.
  • If a creature’s movement speed is reduced to 0 in this way, they are considered restrained.
  • Additionally, if any creatures make a Dexterity check or save within your domain, you can subtract 1 from the result for every two points spent in this domain.
Mental

Your domain is heavily fortified by your mental prowess.

  • You increase your Domain’s DC by 1 for every point spent in this upgrade.
  • Additionally, in the event of a “Domain Clash”, you can add 2 to your Concentration Checks, for every point spent in this upgrade. This ability is unaffected by the effects of a “Domain Clash”.
Chance

Everything works out in your favor while your domain is active.

  • Any time you make a saving throw or ability check while in this domain, you can add 1 to the result for every point in this upgrade.
  • Additionally, any time a creature of your choosing must make a saving throw against an effect or ability you use, then subtract 1 from the result, for every two points spent in this upgrade.
  • Lastly, you gain 1 luck point for every point spent in this upgrade. These work the same way as luck points do from the Lucky feat, with one additional ability: You are not limited to rerolling d20s. You can also reroll other dice rolls such as damage.

Tier III:

Auto-Hit

Your attacks are consistent and precise.

  • Prerequisites: Level 8, Space, and Chance
  • Whenever you make an attack or cast a spell that requires an attack roll, you can choose to have it automatically hit the target instead of making the attack roll. Alternatively, if a creature must make a saving throw against a spell you cast, you can have them automatically fail. You can do this a number of times per round, equal to the amount of points spent in this node. Attacks made this way can never be a Critical Hit.
Boundless Domain

Your domain stretches beyond human comprehension. Perspectives skew, causing one to lose all sense of space and direction.

  • Prerequisites: Level 8 and Space
  • Multiply the size of your domain’s interior by 5, for every point spent in this upgrade.
  • If a creature within your domain makes an attack roll, you can reduce it by 1 for every two points spent in this upgrade.
  • Additionally, all perspective checks made by creatures of your choosing, within your domain, are made at disadvantage.
Borderless Domain

Your domain is not confined to the space within spaces. Instead, your domain warps the world around it. All are welcome within your sanctum.

  • Prerequisites: Level 8, Space, and Physical
  • When you create your domain, you can choose to instead make it a “Borderless Domain”. If you choose to do so, there is no external radius for your domain and people are not pulled into it. Instead you use the interior radius size for your domain. Anyone within its radius are subjected to its effects. People can also leave or enter your domain by simply stepping in or out of its radius.
  • In the event of a "Domain Clash", you have advantage on the Concentration Checks to break the other domain.
Embody

You infuse yourself and others with the powers of your domain, becoming the domain yourselves.

  • Prerequisites: Level 8 and Physical
  • You can choose to infuse a number of creatures with the power of your domain, equal to half of the number of points invested in this upgrade rounded down(minimum 1).
  • When you choose to do so, your domain vanishes and instead becomes a miniature version of itself around any creatures infused with its powers.
  • Any creatures infused this way gain all of the benefits of your domain as if they created it, additionally anyone within 10ft of that creature is subjected to “their” domain’s effects, and is considered to be within “their” domain. These domains are considered to not have any borders. If one of these domains is subjected to a “Domain Clash”, the original owner makes the contested check(s). If they fail, the effects of their domain ends for everyone they infused with their domain, using this ability, including themselves.
Environmental Hazard

Your domain is a harsh environment, where few can survive

  • Prerequisites: Level 8, Physical, and Environment
  • While your domain is active, choose a damage type from the list below to reflect the harsh environment you have created: fire, cold, lighting, thunder, acid, poison, psychic, radiant or necrotic.
  • At the start of any other creature’s turn, they take 5 points of the chosen damage type.
  • This damage increases by 5 for every point invested in this upgrade.
Labyrinth

Your domain becomes a complex sanctum that confuses and disorientates its “guests”.

  • Prerequisites: Level 8, Environment(2 Points), and Environmental Hazard
  • When you create your domain you can select 3 creatures for every point spent in this upgrade, those creatures are placed in a random location of your choosing. Creatures moved in this way are considered “Lost”.
  • Any “Lost” creatures within your domain must make an Intelligence Saving Throw at the start of each of their turns against your Domain’s DC. On a failed save, that creature is subjected to the confusion spell.
  • Every point invested in this upgrade also increases the DC for this ability by 1.
The Judged

“There is no escaping justice, and there shall be no violence until your trial is over”

  • Prerequisites: Level 8 and Mental
  • When you create your Domain, you can choose to make it a “Courtroom”. If you do so, you can only choose to pull 1 creature into your domain.
  • While your Domain is active, anyone inside cannot deal damage, or bring harm to one another, except through Domain abilities.
  • The targeted creature pulled into your domain are now on trial for a crime you have accused them of.
  • On each of your turns you can attempt to prove your target’s guilt. You can do so by making a skill check using one of the following skills:
  • Deception, History, Insight, Intimidation, Investigation, Performance or Persuasion (or any other skills the DM deems appropriate).
  • You can then reduce the target’s Hit Points by the total result of your skill check.
  • At the start of each of your turns after activating this Domain, you are given “additional evidence” that increases the strength of your case each round. The “additional evidence” adds 10 to each skill check you make, to prove your target guilty, for every point invested in this upgrade.
  • On each of the “accused” turns, they can attempt to defend themselves by making skill checks, using any of the same skills. If they do, they can recover hit points equal to the total result of the roll.
  • After 3 rounds, if the “accused” has less than half of their hit points, they are no longer able to take any actions apart from simple melee attacks until they take a long rest.
  • If the target has more than half of their hit points after 3 rounds, they recover any hit points lost, and the domain expansion ends.
Gambler

Big risks reap big rewards, but be careful if you fall.

  • Prerequisites: Level 8, Mental, and Chance
  • Before you make an attack roll while your Domain is active, you can choose to make a Gamble.
  • When you make a “Gamble” you choose a number between 1 and X, where X is the number of points invested in this upgrade times 20.
  • If you hit with an attack roll that you gambled on, that attack deals that much extra damage.
  • If you missed with an attack roll you gambled on, you take damage equal to the number you chose.
  • You must have made an attack roll to have any of these effects apply.
  • Whenever you make a “Gamble” you can add 1 to that attack roll for every point invested in this upgrade.

Tier IV:

Infinite Void

“"This is the inner world of Limitless. Perception, communication... Every action involved in living is forcibly carried out an infinite number of times. It's ironic, isn't it? When granted everything, you can't do anything...but just die peacefully."

  • Prerequisites: Level 14, Auto-Hit, and Boundless Domain
  • When you create your Domain, all other creatures must make a Wisdom Saving Throw against your Domain’s DC. While in your domain all other creatures must repeat this saving throw at the start of their turns. Any creature who fails this saving throw is stunned until the start of their next turn.
  • The DC for this ability increases by 1 for every point invested in this upgrade.
  • However, due to this domain’s immense power, it puts a strain on your body. While activating or maintaining this domain, the amount your hit point maximum is reduced by is doubled.
Malevolent Shrine

“Let him cook...”

  • Prerequisites: Level 14, Borderless, and Embody
  • If you make an attack roll while your domain is active, you can target 2 other targets within your domain with that same attack roll. The number of creatures that you can target with this ability increases by 2 for every point invested in this upgrade.
  • Additionally, you can increase the result of attack rolls made with this ability by 1 for every point invested in this upgrade.
  • If you invest 5 points into this upgrade, you instead target every creature of your choosing within this domain with your attack, whenever you make an attack roll.
Elemental Transformation

Often a domain is a reflection of you, but sometimes, you become a reflection of your domain.

  • Prerequisites: Level 14, Embody, and Elemental Hazard
  • While your domain is active, you transform into a raging elemental. When you do so, you can choose an damage type of your choosing from the list below and gain immunity to that type of damage while your domain is active: fire, cold, lighting, thunder, acid, poison, necrotic or radiant.
  • You gain temporary hit points equal to 10 times the amount of points invested in this upgrade.
  • You become immune to non-magical attacks and are resistant to bludgeoning, piercing and slashing damage from magical attacks.
  • You deal an additional 5 points damage of the selected damage type, whenever you make an attack roll. This damage increases by 5 for every point invested in this upgrade.
  • You gain 10 to each of your speeds for every point spent in this upgrade
  • Your size increases by one stage for every three points invested in this upgrade.
  • You deal an additional dice of damage with melee attacks for every point invested in this upgrade.
Domain Bane

“You have dedicated yourself to the dismantling of all other domains and other magical effects.

  • Prerequisites: Level 14, Environment(2 points), and Mental(2 points)
  • When you activate your domain it becomes an anti-magical zone, nullifying all magical effects in the area.
  • If you activate this domain to trigger a “Domain Clash”, you can add 5 to all of your Concentration Checks for every point invested in this upgrade.
  • Additionally, you can cast a number of spells per round equal to the amount of points invested in this upgrade. This ability is unaffected by the effects of a “Domain Clash”.

 

Credit

The Ugly Goblin made all of these features and more and I am only using parts of it to make it possible in my campaign.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2026 10:40:05 AM
5
1
1
Coming Soon
3/22/2026 11:49:39 PM
8
1
2
Coming Soon
3/27/2026 2:38:42 AM
17
1
3
Coming Soon
Domain Expansion Image

Comments

Posts Quoted:
Reply
Clear All Quotes