Did this as a joke, ended up being fun to run in one of my campaigns. Feel free to modify and adapt to be better balanced as you play. It was not entirely balanced when we played it. It's literally just a reworked version of the Life Domain.
COW DOMAIN
The Cow Domain focuses on the divinity of the Great Steer Seer, a mythical bovine who can foretell the best places for grazing -- one of the most important things for cow worshipers to know of so that they can seek out their great lords at all times -- that sustains the all powerful cows. The Great Steer Seer promotes strength and cow-y-ness through Tipping the weak and wounded, healing and strengthening bones through a get source of protein, and driving away the unworthy through stampedes. Almost any non-evil cow based deity can claim influence over this domain, particularly those that choose only to graze in the holy lands of Bovinium, Milk gods, gods of chewing or digesting, and gods of fields and grazing.
When you choose this domain at 1st level you gain proficiency with Two Handed Weapons
DISCIPLE OF COW
Also starting at 1st level, your Healing Spells are more effective. Whenever you are standing on grass and use a spell of 1st level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 5 + the spells level.
CHANNEL DIVINITY: COW LIFE
Starting at 2nd level, you can use your Channel Divinity to transform into a cow.
As an action you present your holy Symbol and evoke Cow energy that transforms you into a cow for a number of minutes equal to five times your cleric level plus 30.
Choose any creatures within 30 feet of you, those creatures must make a perception roll of 1d10 + cleric level or higher to think you are anything other than a simple cow, who they should not attack because of it's holy-ness. If they succeed the roll, they know you are an imposter and will stop attacking whomever they were attacking before to destroy the false cow.
TIPPER OF HERETICS
Starting at 3rd level, instead of taking an action you can double your movement speed and run to a creature and knock them prone.
The creature must make a wisdom saving throw equal to or greater than 1d10 + cleric level to avoid being knocked prone. It does not matter the size of the creature in question, they will be knocked prone. If the creature is of Small-Medium size, they take no damage. If the creature is of Large-Giant size, they take add falling damage.
BLESSED STEERER
Beginning at 6th level, the Healing Spells you cast on others will empower you with Cow energy. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you gain 1d10 extra damage to your next attack, as long as you do so with a Two Handed Weapon.
BOVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with bovine energy. Once on each of your turns when you hit a creature with a Two Handed Weapon Attack, you can cause the Attack to deal an extra 1d8+Cleric Level radiant damage to target. When you reach 14th level, the extra damage increases to 1d8+Cleric Level.
SUPREME SALT-LICK
Starting at 17th level, when you would normally roll one or dice to restore Hit Points with a spell, you instead double it. For example, if you rolled a 12, it would then be a 24.
ATTRIBUTES
HIT DIE: d8
SPECULATING ABILITY: STRENGTH
SUBCLASS NAME: BOVINE DOMAIN
NEW SPELL DESCRIPTIONS:
Bovine Favor: Your prayer empowers you with Bovine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Conjure Cows: You summon Cow spirits that take the form of Holy Bulls and appear in unoccupied spaces that you can see within range. Each Bull is also considered fey, and it disappears when it drops to 0 Hit Points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The creatures use default Bull Statistics.
Bovine Word: You utter a bovine word, imbued with the power that shaped the pastures at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafend for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and can only make cow noises for an hour. 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
True PolyMOOph: Choose one creature or nonmagical object that you can see within range. You transform the creature into a cow, or the object into a cow (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. Creature into Cow. If you turn a creature into a cow, the new form changes the target’s game statistics, including mental ability scores, and are replaced by the statistics of a cow. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Object into Cow. You can turn an object into a cow. The cow is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Author's note: some of the class spells I chose had some reasonings behind them, other than them just being awesome spells. Feel free to use these reasons in character, they make it more believable. Gms, feel free to incorporate these into regular cows in game, it'll make cows more interesting, and players will get a great laugh out of it!
SPELL REASONINGS:
Animal Friendship: Because you worship cows, animals that love cows love you as well. Bovine Favor: What is a cow worshiper without direct access to Bovine Radiance? Blink: Ever noticed how two cows look the same? Yup, cows can teleport. There are only like 15 cows in existance, they're just everywhere at once. Conjure Cows: Everyone needs a helping hand-foot-hoof-thing. Hallow: Make unholy grazing grounds holy again, so that your cow patron may graze upon it. And you get protection too, win/win. Reincarnate: Because cows can bring people back to life. Albiet in a different form, but hey, they're cows, who's counting? Bovine Word: Like dragonborn shouts from Skyrim, but with cows. Y'know, cause cows can do that IRL. Reverse Gravity: Seriously, they can do this. Ever heard of the cow that jumped over the moon? Yup, that's how. True PolyMOOph: I did this for the pun really. It's funny. You chuckled the first time you atempted to read that, admit it. Weird: Cows are just weird, might as well give them the spell amirite?
The page is gone/ the link doesn't work, and I would recommend making the saves just the spell save DC (10+proficiency+spellcasting mod), so a lot of the abilities dont become insane at later levels. Is the page down/removed (remoooved), or does it exist elsewhere?
EDIT:
Made this an actual thing on D&D beyond!
Link here
Did this as a joke, ended up being fun to run in one of my campaigns. Feel free to modify and adapt to be better balanced as you play. It was not entirely balanced when we played it. It's literally just a reworked version of the Life Domain.
COW DOMAIN
The Cow Domain focuses on the divinity of the Great Steer Seer, a mythical bovine
who can foretell the best places for grazing -- one of the most important things for cow worshipers to know of so that they can seek out their great lords at all times -- that sustains the all powerful cows. The Great Steer Seer promotes strength and cow-y-ness through Tipping the weak and wounded, healing and strengthening bones through a get source of protein, and driving away the unworthy through stampedes.
Almost any non-evil cow based deity can claim influence over this domain, particularly those that choose only to graze in the holy lands of Bovinium, Milk gods, gods of chewing or digesting, and gods of fields and grazing.
CLERIC LEVEL-SPELLS:
1st: Animal Friendship, Divine Favor (Renamed "Bovine Favor")
3rd: Blink, Conjure Animals (Renamed "Conjure Cows")
5th: Hallow, Reincarnate
7th: Divine Word (Renamed "Bovine Word,") Reverse Gravity
9th: True Polymorph (Renamed "True PolyMOOph,") Weird
BONUS PROFICIENCY
When you choose this domain at 1st level you gain proficiency with Two Handed Weapons
DISCIPLE OF COW
Also starting at 1st level, your Healing Spells are more effective. Whenever you are standing on grass and use a spell of 1st level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 5 + the spells level.
CHANNEL DIVINITY: COW LIFE
Starting at 2nd level, you can use your Channel Divinity to transform into a cow.
As an action you present your holy Symbol and evoke Cow energy that transforms you into a cow for a number of minutes equal to five times your cleric level plus 30.
Choose any creatures within 30 feet of you, those creatures must make a perception roll of 1d10 + cleric level or higher to think you are anything other than a simple cow, who they should not attack because of it's holy-ness. If they succeed the roll, they know you are an imposter and will stop attacking whomever they were attacking before to destroy the false cow.
TIPPER OF HERETICS
Starting at 3rd level, instead of taking an action you can double your movement speed and run to a creature and knock them prone.
The creature must make a wisdom saving throw equal to or greater than 1d10 + cleric level to avoid being knocked prone. It does not matter the size of the creature in question, they will be knocked prone. If the creature is of Small-Medium size, they take no damage. If the creature is of Large-Giant size, they take add falling damage.
BLESSED STEERER
Beginning at 6th level, the Healing Spells you cast on others will empower you with Cow energy. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you gain 1d10 extra damage to your next attack, as long as you do so with a Two Handed Weapon.
BOVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with bovine energy. Once on each of your turns when you hit a creature with a Two Handed Weapon Attack, you can cause the Attack to deal an extra 1d8+Cleric Level radiant damage to target. When you reach 14th level, the extra damage increases to 1d8+Cleric Level.
SUPREME SALT-LICK
Starting at 17th level, when you would normally roll one or dice to restore Hit Points with a spell, you instead double it. For example, if you rolled a 12, it would then be a 24.
ATTRIBUTES
HIT DIE: d8
SPECULATING ABILITY: STRENGTH
SUBCLASS NAME: BOVINE DOMAIN
NEW SPELL DESCRIPTIONS:
Bovine Favor:
Your prayer empowers you with Bovine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Conjure Cows:
You summon Cow spirits that take the form of Holy Bulls and appear in unoccupied spaces that you can see within range. Each Bull is also considered fey, and it disappears when it drops to 0 Hit Points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The creatures use default Bull Statistics.
Bovine Word:
You utter a bovine word, imbued with the power that shaped the pastures at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafend for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and can only make cow noises for an hour.
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
True PolyMOOph:
Choose one creature or nonmagical object that you can see within range. You transform the creature into a cow, or the object into a cow (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Cow. If you turn a creature into a cow, the new form changes the target’s game statistics, including mental ability scores, and are replaced by the statistics of a cow. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Cow. You can turn an object into a cow. The cow is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Author's note: some of the class spells I chose had some reasonings behind them, other than them just being awesome spells. Feel free to use these reasons in character, they make it more believable. Gms, feel free to incorporate these into regular cows in game, it'll make cows more interesting, and players will get a great laugh out of it!
SPELL REASONINGS:
Animal Friendship: Because you worship cows, animals that love cows love you as well.
Bovine Favor: What is a cow worshiper without direct access to Bovine Radiance?
Blink: Ever noticed how two cows look the same? Yup, cows can teleport. There are only like 15 cows in existance, they're just everywhere at once.
Conjure Cows: Everyone needs a helping hand-foot-hoof-thing.
Hallow: Make unholy grazing grounds holy again, so that your cow patron may graze upon it. And you get protection too, win/win.
Reincarnate: Because cows can bring people back to life. Albiet in a different form, but hey, they're cows, who's counting?
Bovine Word: Like dragonborn shouts from Skyrim, but with cows. Y'know, cause cows can do that IRL.
Reverse Gravity: Seriously, they can do this. Ever heard of the cow that jumped over the moon? Yup, that's how.
True PolyMOOph: I did this for the pun really. It's funny. You chuckled the first time you atempted to read that, admit it.
Weird: Cows are just weird, might as well give them the spell amirite?
Have Fun!
AWESOME!! must get my group to let me be a cow cleric.
EDIT:
Made this an actual thing on D&D beyond!
Link here
I suggest changing Channel Divinity to Channel Bovinity.
The page is gone/ the link doesn't work, and I would recommend making the saves just the spell save DC (10+proficiency+spellcasting mod), so a lot of the abilities dont become insane at later levels. Is the page down/removed (remoooved), or does it exist elsewhere?
May I join this domain with my minotaur cleric?
"Not all those who wander are lost"