One of the nice things about domains for clerics is that just about every god or goddess can be sorted into one or more of them, regardless of what pantheon you use.
That being said, among the forgotten realms lore there are some deities that could be sorted into the other domains, but I feel evoke certain flavors and power to merit having their own unique subclass features. I find this especially compelling among the nonhuman deities.
For example, if we are talking about Tiamat, a five-headed dragon goddess of evil, the use of the Trickery domain feels kinda.....off. I would expect Tiamat to impart blessings and powers that evoke a more draconic or destructive nature. As another example, Blibdoolpoolp is the Kua-toa goddess of scavenging, so Death domain makes sense but I feel there are more unique blessings and powers that could be themed around "scavenging" specifically. As a final example, there is Lolth, the drow goddess of spiders. Trickery domain definitely fits her M.O., but I also felt the Fate domain (from the recent UA) worked really well with its focus on the theme of "strings" which could be played like the spider goddess weaving a web.
Do you think that it would be appealing or interesting to have a handful of subclasses that are focused around some specific deities of the forgotten realms rather than more general domains?
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While it might make sense I do wonder if it would be easier to address them in other ways?
For example, Blibdoolpoolp used to have a signature spell, so bringing those back would allow Clerics in their service to be differentiated that way; I created one of these for 5th-edition when I thought a player might be about to make a pact with Blibdoolpoolp.
It's also worth keeping in mind that most deities don't fit into a single domain, and that for many, their clerics don't necessarily embody what they are; for example, I think Tiamat's clerics are listed as "trickery" domain in the suggestions not because trickery fits Tiamat as such, but because it fits how her clerics might operate in trying to set her free (by undermining those keeping her imprisoned etc.). But in previous editions her domains were greed, death, evil, law, pride, you could also argue tempest for the blue dragon aspect etc. You can usually justify two or three domains at least for most deities if the "default" or recommended one isn't working for you.
My main concern with deity specific sub-domains is that there are hundreds of deities in D&D, even if you only go by the well known ones it'd be a hell a lot of work, and a lot of them will be very similar to the existing domains anyway, so it might make more sense to offer smaller changes with feats, spell, magic items etc.?
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My main concern with deity specific sub-domains is that there are hundreds of deities in D&D, even if you only go by the well known ones it'd be a hell a lot of work, and a lot of them will be very similar to the existing domains anyway, so it might make more sense to offer smaller changes with feats, spell, magic items etc.?
Thats fair. Maybe an easier approach would be to offer an alternative domain spell list for specific deities, rather than building entirely new subclasses. Something like a list of spells for the trickery domain and a list of spells for Tiamat, and each time your cleric gains new domain spells they can pick from either list (but still only get two domain spells total at each level).
So Tiamat might offer spells like Absorb Elements or Dragon Breath that your cleric could choose to take as domain spells instead of Charm Person or Mirror Image if they really wanted to play more into being a Tiamat-specific cleric
I could see developing rules around something like that where the homebrew would be easy enough that DMs could easily apply it to their homebrew pantheons as well if they wanted to
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Deity-specific spells sounds like a cool idea. I’d also like to get back favored weapons like they used to have in 3e, where cleric got proficiency with just that one weapon their god really liked instead of all martial weapons. It was some cool flavor.
It’s a good kind of thing to be able to place in setting books, where you’d list gods for that setting. Or if we ever got a 5e/1D&D version of deities and demigods.
I came up with a few examples of what this might look like, if you are interested in giving feedback. I decided it would be fun for each deity to also offer an alternative CD option that reflects its unique powers or presence.
General Rules
Using the Alternative Domain Spells
If a player chooses to draw on one of these spell lists, at each level where they would gain new Domain Spells they can select spells from either their domain spell list or the chosen deity’ list or a mixture of both; however, the character still only receives two domain spells at each level.
These spell lists are available at the DMs discretion in regards to which pantheon is present in his or her world. Additionally, there should be consideration taken in which Clerics of which domains can choose a certain god or goddess’ spell list. For example, Tiamat is associated with the domain of Trickery. Tiamat could also reasonably be associated with the domains of war or death, but one would be hard pressed to associate Tiamat with domains like life, light, or knowledge. As part of each deity’s entry, there are additional suggested domains to aid in making this easier.
Using the Alternative Channel Divinities
When a player reaches 2nd or 6th level in their chosen subclass, they can choose to replace their domain’s listed feature with the Channel Divinity of their chosen deity. They can do so even if the listed feature is not a Channel Divinity.
Examples
Bahamut, dragon god of good
Alignment: LG
Primary Domain(s): Life, War
Other Suggested Domains: Arcana,Forge, Order
Cleric Level
Spells
1st
Absorb Elements, Heroism
3rd
Dragon’s Breath, Warding Wind
5th
Crusader’s Mantle, Gaseous Form
7th
Otiluke’s Resilient Sphere, Fire Shield
9th
Cone of Cold, Summon Draconic Spirit (Metallic only)
Channel Divinity: Platinum Roar
As an action, you can present your holy symbol and use your Channel Divinity to evoke a shattering roar which can be heard up to 100 feet away. Each creature of your choice within 10 feet of you must succeed on a Strength saving throw or be pushed up to 30 feet away from you.
After you reach 5th level in the Cleric class, when a creature fails its saving throw against your Platinum Roar feature it takes force damage equal to half your Cleric level (rounded up). If this damage would reduce a target to 0 hit points, it is disintegrated along with any nonmagical equipment it is wearing or carrying.
Blibdoolpoolp, kuo-toa goddess of scavenging
Alignment: NE
Primary Domain(s): Death
Other Suggested Domains: Grave , Nature
Cleric Level
Spells
1st
Create or Destroy Water, Goodberry
3rd
Locate Animals and Plants, Locate Object
5th
Create Food and Water, Tongues
7th
Fabricate, Watery Sphere
9th
Creation, Maelstrom
Channel Divinity: Scavenger’s Armor
When you reduce another creature to 0 hit points, as a reaction you can use your Channel Divinity to sequester some of its life force to protect yourself. You gain temporary hit points equal to your Cleric level. If a creature hits you with an attack while you have these hit points, it has disadvantage on all subsequent attacks it makes against you for the rest of its turn.
Lolth, drow goddess of spiders
Alignment: CE
Primary Domain(s): Trickery
Other Suggested Domains: Arcana, Fate*
Cleric Level
Spells
1st
Faerie Fire, Entangle
3rd
Darkness, Web
5th
Bestow Curse, Enemies Abound
7th
Giant Insect, Grasping Vine
9th
Dominate Person, Insect Plague
Channel Divinity: Arachnid’s Grace
As an action, you can use your Channel Divinity to augment your nimbleness. For the next 10 minutes, your walking speed increases by 10 feet and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have advantage on Dexterity (Acrobatics) checks. When you would fail a Dexterity saving throw, you can choose to end this feature early to succeed instead.
When you cast a spell that deals a type of damage from the following list, you can expend a use of your channel divinity to change that damage type to one of the other listed types: acid, cold, fire, lightning, or poison. After applying this channel divinity, when you roll damage of the chosen type for the spell, you can reroll any 1s once but must use the new roll.
I really like these so far! I think the sub-sub-class format works really well.
Only tweak that popped out at me on a first read is the Platinum Breath channel divinity; I wonder if it might make more sense to make it an indiscriminate cone rather than a selective "aura" for targeting? I'm also unsure if 30 feet might be too far for a push, as that's most creatures' entire movement just to get back to where you were, and pushing alone can be a very powerful ability when combined with hazards (area spells or the environment). It's a purely gut reaction, but 15-20 feet "feels" like enough to me, but I've done no research so take it with a grain of salt. 😉
Everything else seems pretty good already, balance is a little tricky to judge, will have to think more about that.
But yeah, I really like the format for it.
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Thanks for the feedback. I agree that Platinum Breath is a bit overtuned, but I can tweak it down. Probably got a little carried away because this is freaking Bahamut we are talking about.
Also, going of off Xalthu's suggestion, I also came up with a fairly simplified optional feature to tie in the ideas of "favored weapons" for this whole kit.
Optional Feature: Favored Weapons
Suggested for each deity below is a particular type of weapon it finds favorable. If the Cleric is wielding their chosen deity’s Favored Weapon they can cast Divine Favor using this feature. Once they do so, they cannot do so again until finishing a long rest. When cast this way, the spell effect ends early if they drop, stow, or are otherwise disarmed of their Favored Weapon.
Bahamut - Quarterstaffs (playing off of his wizard persona)
Blipdoolploop - Spears (going for a "fishing" angle. Wanted to use Nets but that wouldnt make sense with divine favor)
Lolth - Whips (her lore seems to tie strongly to subjegation and control, and alot of drow lore has ties to enslavement)
Tiamat - Daggers (couldnt think of much for this one, so went with a standard "cult" weapon)
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Thanks for the feedback. I agree that Platinum Breath is a bit overtuned, but I can tweak it down. Probably got a little carried away because this is freaking Bahamut we are talking about.
Also, going of off Xalthu's suggestion, I also came up with a fairly simplified optional feature to tie in the ideas of "favored weapons" for this whole kit.
Optional Feature: Favored Weapons
Suggested for each deity below is a particular type of weapon it finds favorable. If the Cleric is wielding their chosen deity’s Favored Weapon they can cast Divine Favor using this feature. Once they do so, they cannot do so again until finishing a long rest. When cast this way, the spell effect ends early if they drop, stow, or are otherwise disarmed of their Favored Weapon.
Bahamut - Quarterstaffs (playing off of his wizard persona)
Blipdoolploop - Spears (going for a "fishing" angle. Wanted to use Nets but that wouldnt make sense with divine favor)
Lolth - Whips (her lore seems to tie strongly to subjegation and control, and alot of drow lore has ties to enslavement)
Tiamat - Daggers (couldnt think of much for this one, so went with a standard "cult" weapon)
Hmm, I like the idea of the favoured weapon, but I'm not sure about a free casting of divine favor when other clerics don't have that; though you could always just put it into the rule that other clerics can do this with a maul or warhammer? I haven't really seen divine favour get used much outside of multi-classes (I used it with my Cleric/Monk Peregrine) so it's not really OP, and competes for your concentration anyway.
For weapons, trident might make sense for Blibdoolpoolp? I'd also maybe add a little wording to add proficiency for the favoured weapon (for the non-simple ones).
Tiamat is tricky, Arkhan the cruel (wiki) uses an axe but he's a paladin rather than a cleric, though there's also his cleric ally Krull (wiki) but I don't know how typical he is of a Tiamat cleric, he has a maul, +1 though.
Maybe it would make it easier if the feature let you pick from one of several weapons to select as the favoured weapon you will use?
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Thanks for the feedback. I agree that Platinum Breath is a bit overtuned, but I can tweak it down. Probably got a little carried away because this is freaking Bahamut we are talking about.
Also, going of off Xalthu's suggestion, I also came up with a fairly simplified optional feature to tie in the ideas of "favored weapons" for this whole kit.
Optional Feature: Favored Weapons
Suggested for each deity below is a particular type of weapon it finds favorable. If the Cleric is wielding their chosen deity’s Favored Weapon they can cast Divine Favor using this feature. Once they do so, they cannot do so again until finishing a long rest. When cast this way, the spell effect ends early if they drop, stow, or are otherwise disarmed of their Favored Weapon.
Bahamut - Quarterstaffs (playing off of his wizard persona)
Blipdoolploop - Spears (going for a "fishing" angle. Wanted to use Nets but that wouldnt make sense with divine favor)
Lolth - Whips (her lore seems to tie strongly to subjegation and control, and alot of drow lore has ties to enslavement)
Tiamat - Daggers (couldnt think of much for this one, so went with a standard "cult" weapon)
Hmm, I like the idea of the favoured weapon, but I'm not sure about a free casting of divine favor when other clerics don't have that; though you could always just put it into the rule that other clerics can do this with a maul or warhammer? I haven't really seen divine favour get used much outside of multi-classes (I used it with my Cleric/Monk Peregrine) so it's not really OP, and competes for your concentration anyway.
For weapons, trident might make sense for Blibdoolpoolp? I'd also maybe add a little wording to add proficiency for the favoured weapon (for the non-simple ones).
Tiamat is tricky, Arkhan the cruel (wiki) uses an axe but he's a paladin rather than a cleric, though there's also his cleric ally Krull (wiki) but I don't know how typical he is of a Tiamat cleric, he has a maul, +1 though.
Maybe it would make it easier if the feature let you pick from one of several weapons to select as the favoured weapon you will use?
I dont want a "master list" of weapons for the ability, because at that point it feels like its just base weapon proficiency with extra steps. But I will need to think about it more. At the very least I think each deity should have two or more favored weapon options, to favor different play styles. I dont think Ill make any of them greatweapons though, as that might become a bit much with Divine Favor.
Otherwise, I think being able to cast a 1st level Paladin spell once per day only while you are holding a specific weapon isnt terribly balance breaking, especially if I do ensure that for the clerics they cant just smack this on great weapons like a Paladin could.
Overall it does add power without really taking anything away (except for weapon choice I guess), but its also entirely optional and up to the DM to allow if they want, so they can make their own judgement.
As a bonus action, you can use your Channel Divinity to empower your fortitude. For the next minute, you can add your Wisdom modifier to any Constitution saving throws that you make, and you have advantage on ability checks and saving throws to avoid being moved against your will or knocked prone. If you would fail such a saving throw, you can choose to end this feature early to succeed instead. This effect also ends early if you are incapacitated.
At 6th level, you can use your Channel Divinity to empower your spellcasting. As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC for its duration. If the spell you cast requires both a spell attack and saving throw, you choose which is affected by this feature when you cast it.
Osybus, deathless architect of Ravenloft
Alignment: LE
Primary Domain(s): Death, Grave
Other Suggested Domains: Order
Suggested Favored Weapons: Daggers, Sickles
Cleric Level
Spells
1st
Cause Fear, False Life
3rd
Detect Thoughts, Shadow Blade
5th
Spirit Shroud, Summon Undead
7th
Black Tentacles, Shadow of Moil
9th
Enervation, Negative Energy Flood
Channel Divinity: Vestiges of Darkness
As an action, you are able to use your Channel Divinity to conjure the powers of dread to your aid. Choose one of the Eldritch Invocation options available to the Warlock class, whose effects you gain for the next minute. The chosen invocation cannot have a listed prerequisite, and an invocation that allows you to cast a spell can only be chosen if it allows you to cast it at will.
As an action, you present your holy symbol and conjure the heat of the elemental plane of fire to your aid. The area within 30 feet of you becomes oppressively hot, and each creature that starts its turn in this aura must make a Constitution saving throw. Any creature resistant or immune to fire damage automatically succeeds on this saving throw. On a failed save, the creature can take either an action or a bonus action, but not both. A creature that fails this save by 5 or more gains one point of exhaustion for the duration.
This feature lasts for 1 minute, but ends early if you are incapacitated or choose to end it (no action required). The maximum number of points of exhaustion a creature can have from this feature is equal to your Wisdom modifier. Any points of exhaustion gained from this feature are removed early if the target starts its turn outside of the aura.
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Just in case you are now aware, 3.0/3.5 DnD had domain spells and you could probably easily map these over to specific deities in the same manner as there were in 3.5. Most of those spells still exist in 5.0.
Well, what do ya know? I opened up this forum to ask about this very idea, and this post is the first thing I see!
I definitely think they should give something like this a shot in some future release. At the very least, they could provide some sort of official variant rules for Cleric/Paladin players to discuss with their DMs.
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One of the nice things about domains for clerics is that just about every god or goddess can be sorted into one or more of them, regardless of what pantheon you use.
That being said, among the forgotten realms lore there are some deities that could be sorted into the other domains, but I feel evoke certain flavors and power to merit having their own unique subclass features. I find this especially compelling among the nonhuman deities.
For example, if we are talking about Tiamat, a five-headed dragon goddess of evil, the use of the Trickery domain feels kinda.....off. I would expect Tiamat to impart blessings and powers that evoke a more draconic or destructive nature. As another example, Blibdoolpoolp is the Kua-toa goddess of scavenging, so Death domain makes sense but I feel there are more unique blessings and powers that could be themed around "scavenging" specifically. As a final example, there is Lolth, the drow goddess of spiders. Trickery domain definitely fits her M.O., but I also felt the Fate domain (from the recent UA) worked really well with its focus on the theme of "strings" which could be played like the spider goddess weaving a web.
Do you think that it would be appealing or interesting to have a handful of subclasses that are focused around some specific deities of the forgotten realms rather than more general domains?
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While it might make sense I do wonder if it would be easier to address them in other ways?
For example, Blibdoolpoolp used to have a signature spell, so bringing those back would allow Clerics in their service to be differentiated that way; I created one of these for 5th-edition when I thought a player might be about to make a pact with Blibdoolpoolp.
It's also worth keeping in mind that most deities don't fit into a single domain, and that for many, their clerics don't necessarily embody what they are; for example, I think Tiamat's clerics are listed as "trickery" domain in the suggestions not because trickery fits Tiamat as such, but because it fits how her clerics might operate in trying to set her free (by undermining those keeping her imprisoned etc.). But in previous editions her domains were greed, death, evil, law, pride, you could also argue tempest for the blue dragon aspect etc. You can usually justify two or three domains at least for most deities if the "default" or recommended one isn't working for you.
My main concern with deity specific sub-domains is that there are hundreds of deities in D&D, even if you only go by the well known ones it'd be a hell a lot of work, and a lot of them will be very similar to the existing domains anyway, so it might make more sense to offer smaller changes with feats, spell, magic items etc.?
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Thats fair. Maybe an easier approach would be to offer an alternative domain spell list for specific deities, rather than building entirely new subclasses. Something like a list of spells for the trickery domain and a list of spells for Tiamat, and each time your cleric gains new domain spells they can pick from either list (but still only get two domain spells total at each level).
So Tiamat might offer spells like Absorb Elements or Dragon Breath that your cleric could choose to take as domain spells instead of Charm Person or Mirror Image if they really wanted to play more into being a Tiamat-specific cleric
I could see developing rules around something like that where the homebrew would be easy enough that DMs could easily apply it to their homebrew pantheons as well if they wanted to
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Deity-specific spells sounds like a cool idea. I’d also like to get back favored weapons like they used to have in 3e, where cleric got proficiency with just that one weapon their god really liked instead of all martial weapons. It was some cool flavor.
It’s a good kind of thing to be able to place in setting books, where you’d list gods for that setting. Or if we ever got a 5e/1D&D version of deities and demigods.
I came up with a few examples of what this might look like, if you are interested in giving feedback. I decided it would be fun for each deity to also offer an alternative CD option that reflects its unique powers or presence.
General Rules
Using the Alternative Domain Spells
If a player chooses to draw on one of these spell lists, at each level where they would gain new Domain Spells they can select spells from either their domain spell list or the chosen deity’ list or a mixture of both; however, the character still only receives two domain spells at each level.
These spell lists are available at the DMs discretion in regards to which pantheon is present in his or her world. Additionally, there should be consideration taken in which Clerics of which domains can choose a certain god or goddess’ spell list. For example, Tiamat is associated with the domain of Trickery. Tiamat could also reasonably be associated with the domains of war or death, but one would be hard pressed to associate Tiamat with domains like life, light, or knowledge. As part of each deity’s entry, there are additional suggested domains to aid in making this easier.
Using the Alternative Channel Divinities
When a player reaches 2nd or 6th level in their chosen subclass, they can choose to replace their domain’s listed feature with the Channel Divinity of their chosen deity. They can do so even if the listed feature is not a Channel Divinity.
Examples
Bahamut, dragon god of good
Alignment: LG
Primary Domain(s): Life, War
Other Suggested Domains: Arcana, Forge, Order
Cleric Level
Spells
1st
Absorb Elements, Heroism
3rd
Dragon’s Breath, Warding Wind
5th
Crusader’s Mantle, Gaseous Form
7th
Otiluke’s Resilient Sphere, Fire Shield
9th
Cone of Cold, Summon Draconic Spirit (Metallic only)
Channel Divinity: Platinum Roar
As an action, you can present your holy symbol and use your Channel Divinity to evoke a shattering roar which can be heard up to 100 feet away. Each creature of your choice within 10 feet of you must succeed on a Strength saving throw or be pushed up to 30 feet away from you.
After you reach 5th level in the Cleric class, when a creature fails its saving throw against your Platinum Roar feature it takes force damage equal to half your Cleric level (rounded up). If this damage would reduce a target to 0 hit points, it is disintegrated along with any nonmagical equipment it is wearing or carrying.
Blibdoolpoolp, kuo-toa goddess of scavenging
Alignment: NE
Primary Domain(s): Death
Other Suggested Domains: Grave , Nature
Cleric Level
Spells
1st
Create or Destroy Water, Goodberry
3rd
Locate Animals and Plants, Locate Object
5th
Create Food and Water, Tongues
7th
Fabricate, Watery Sphere
9th
Creation, Maelstrom
Channel Divinity: Scavenger’s Armor
When you reduce another creature to 0 hit points, as a reaction you can use your Channel Divinity to sequester some of its life force to protect yourself. You gain temporary hit points equal to your Cleric level. If a creature hits you with an attack while you have these hit points, it has disadvantage on all subsequent attacks it makes against you for the rest of its turn.
Lolth, drow goddess of spiders
Alignment: CE
Primary Domain(s): Trickery
Other Suggested Domains: Arcana, Fate*
Cleric Level
Spells
1st
Faerie Fire, Entangle
3rd
Darkness, Web
5th
Bestow Curse, Enemies Abound
7th
Giant Insect, Grasping Vine
9th
Dominate Person, Insect Plague
Channel Divinity: Arachnid’s Grace
As an action, you can use your Channel Divinity to augment your nimbleness. For the next 10 minutes, your walking speed increases by 10 feet and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have advantage on Dexterity (Acrobatics) checks. When you would fail a Dexterity saving throw, you can choose to end this feature early to succeed instead.
Tiamat, dragon goddess of evil
Alignment: CE
Primary Domain(s): Trickery
Other Suggested Domains: Tempest, War
Cleric Level
Spells
1st
Absorb Elements, Chromatic Orb
3rd
Dragon’s Breath, Rime’s Binding Ice
5th
Ashardalon’s Stride, Fear
7th
Elemental Bane, Wall of Fire
9th
Cloudkill, Summon Draconic Spirit (Chromatic only)
Channel Divinity: Chromatic Shift
When you cast a spell that deals a type of damage from the following list, you can expend a use of your channel divinity to change that damage type to one of the other listed types: acid, cold, fire, lightning, or poison. After applying this channel divinity, when you roll damage of the chosen type for the spell, you can reroll any 1s once but must use the new roll.
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I really like these so far! I think the sub-sub-class format works really well.
Only tweak that popped out at me on a first read is the Platinum Breath channel divinity; I wonder if it might make more sense to make it an indiscriminate cone rather than a selective "aura" for targeting? I'm also unsure if 30 feet might be too far for a push, as that's most creatures' entire movement just to get back to where you were, and pushing alone can be a very powerful ability when combined with hazards (area spells or the environment). It's a purely gut reaction, but 15-20 feet "feels" like enough to me, but I've done no research so take it with a grain of salt. 😉
Everything else seems pretty good already, balance is a little tricky to judge, will have to think more about that.
But yeah, I really like the format for it.
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Thanks for the feedback. I agree that Platinum Breath is a bit overtuned, but I can tweak it down. Probably got a little carried away because this is freaking Bahamut we are talking about.
Also, going of off Xalthu's suggestion, I also came up with a fairly simplified optional feature to tie in the ideas of "favored weapons" for this whole kit.
Optional Feature: Favored Weapons
Suggested for each deity below is a particular type of weapon it finds favorable. If the Cleric is wielding their chosen deity’s Favored Weapon they can cast Divine Favor using this feature. Once they do so, they cannot do so again until finishing a long rest. When cast this way, the spell effect ends early if they drop, stow, or are otherwise disarmed of their Favored Weapon.
Bahamut - Quarterstaffs (playing off of his wizard persona)
Blipdoolploop - Spears (going for a "fishing" angle. Wanted to use Nets but that wouldnt make sense with divine favor)
Lolth - Whips (her lore seems to tie strongly to subjegation and control, and alot of drow lore has ties to enslavement)
Tiamat - Daggers (couldnt think of much for this one, so went with a standard "cult" weapon)
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Hmm, I like the idea of the favoured weapon, but I'm not sure about a free casting of divine favor when other clerics don't have that; though you could always just put it into the rule that other clerics can do this with a maul or warhammer? I haven't really seen divine favour get used much outside of multi-classes (I used it with my Cleric/Monk Peregrine) so it's not really OP, and competes for your concentration anyway.
For weapons, trident might make sense for Blibdoolpoolp? I'd also maybe add a little wording to add proficiency for the favoured weapon (for the non-simple ones).
Tiamat is tricky, Arkhan the cruel (wiki) uses an axe but he's a paladin rather than a cleric, though there's also his cleric ally Krull (wiki) but I don't know how typical he is of a Tiamat cleric, he has a maul, +1 though.
Maybe it would make it easier if the feature let you pick from one of several weapons to select as the favoured weapon you will use?
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I dont want a "master list" of weapons for the ability, because at that point it feels like its just base weapon proficiency with extra steps. But I will need to think about it more. At the very least I think each deity should have two or more favored weapon options, to favor different play styles. I dont think Ill make any of them greatweapons though, as that might become a bit much with Divine Favor.
Otherwise, I think being able to cast a 1st level Paladin spell once per day only while you are holding a specific weapon isnt terribly balance breaking, especially if I do ensure that for the clerics they cant just smack this on great weapons like a Paladin could.
Overall it does add power without really taking anything away (except for weapon choice I guess), but its also entirely optional and up to the DM to allow if they want, so they can make their own judgement.
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As a quick update, I have come up with some templates for Gronlantor, Mystra, Osybus, and Surtur
Grolantor, hill giant god of war
Alignment: CE
Primary Domain(s): War
Other Suggested Domains: Nature
Suggested Favored Weapons: Club, Greatclub / Unarmed Strikes, Improvised Melee Weapons
Cleric Level
Spells
1st
Earth Tremor, Longstrider
3rd
Enlarge/Reduce, Knock
5th
Erupting Earth, Wall of Sand
7th
Aura of Life, Stone Shape
9th
Destructive Wave, Wall of Stone
Channel Divinity: Fortitude of the Hills
As a bonus action, you can use your Channel Divinity to empower your fortitude. For the next minute, you can add your Wisdom modifier to any Constitution saving throws that you make, and you have advantage on ability checks and saving throws to avoid being moved against your will or knocked prone. If you would fail such a saving throw, you can choose to end this feature early to succeed instead. This effect also ends early if you are incapacitated.
Mystra, goddess of magic
Alignment: NG
Primary Domain(s): Knowledge
Other Suggested Domains: Arcana
Suggested Favored Weapons: Quarterstaff
Cleric Level
Spells
1st
Comprehend Languages, Mage Armor
3rd
Arcane Lock, Misty Step
5th
Counterspell, Tongues
7th
Mordenkainen’s Faithful Hound, Mordenkainen’s Private Sanctum
9th
Bigby’s Hand, Wall of Force
Channel Divinity: Divine Arcana
At 6th level, you can use your Channel Divinity to empower your spellcasting. As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC for its duration. If the spell you cast requires both a spell attack and saving throw, you choose which is affected by this feature when you cast it.
Osybus, deathless architect of Ravenloft
Alignment: LE
Primary Domain(s): Death, Grave
Other Suggested Domains: Order
Suggested Favored Weapons: Daggers, Sickles
Cleric Level
Spells
1st
Cause Fear, False Life
3rd
Detect Thoughts, Shadow Blade
5th
Spirit Shroud, Summon Undead
7th
Black Tentacles, Shadow of Moil
9th
Enervation, Negative Energy Flood
Channel Divinity: Vestiges of Darkness
As an action, you are able to use your Channel Divinity to conjure the powers of dread to your aid. Choose one of the Eldritch Invocation options available to the Warlock class, whose effects you gain for the next minute. The chosen invocation cannot have a listed prerequisite, and an invocation that allows you to cast a spell can only be chosen if it allows you to cast it at will.
Surtur, fire giant god of crafting
Alignment: LE
Primary Domain(s): Knowledge, War
Other Suggested Domains: Forge, Light
Suggested Favored Weapons: Shortsword, Longsword, Light Hammer, Warhammer
Cleric Level
Spells
1st
Searing Smite, Wrathful Smite
3rd
Enlarge/Reduce, Flame Blade
5th
Elemental Weapon, Flame Arrows
7th
Fire Shield, Wall of Fire
9th
Flame Strike, Immolation
Channel Divinity: Blistering Aura
As an action, you present your holy symbol and conjure the heat of the elemental plane of fire to your aid. The area within 30 feet of you becomes oppressively hot, and each creature that starts its turn in this aura must make a Constitution saving throw. Any creature resistant or immune to fire damage automatically succeeds on this saving throw. On a failed save, the creature can take either an action or a bonus action, but not both. A creature that fails this save by 5 or more gains one point of exhaustion for the duration.
This feature lasts for 1 minute, but ends early if you are incapacitated or choose to end it (no action required). The maximum number of points of exhaustion a creature can have from this feature is equal to your Wisdom modifier. Any points of exhaustion gained from this feature are removed early if the target starts its turn outside of the aura.
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Just in case you are now aware, 3.0/3.5 DnD had domain spells and you could probably easily map these over to specific deities in the same manner as there were in 3.5. Most of those spells still exist in 5.0.
https://www.realmshelps.net/deities/all-domains.shtml
So, Tiamat has/had the domains of Destruction, Evil, Law, Scalykind, Tyranny.
Loth has Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery.
https://frc.fandom.com/wiki/Lolth
Well, what do ya know? I opened up this forum to ask about this very idea, and this post is the first thing I see!
I definitely think they should give something like this a shot in some future release. At the very least, they could provide some sort of official variant rules for Cleric/Paladin players to discuss with their DMs.
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