okay so i am thinking of making a few cleric domains, but i'd like some advice on balancing an cleric. The main thing i struggle with is trying to figure out approximately how powerful channel divinity options are supposed to be and i am having like zero luck.
excluding the channel divinity options that empower existing features, like the tempest clerics ability to maximize lightning damage, the death clerics ability to deal extra damage, and the grave clerics double damage gimmick, it seems that most channel divinity powers lies somewhere between an 1st or 2nd level spells in terms of potency and effect, but i feel that is not a good guideline, since the abilities are all so different.
and in terms of domain spells, is there any special consideration i need to make? For instance i have noticed that so far, no expanded spell list and no list of domain spells has ever included any spells that summon creatures to fight on your behalf such as summon lesser demons or conjure animals, is this an pure game balance limit or is this simply due to the designers not wanting to alter the feel of the cleric? Should i take any special consideration when making a list of domain spells?
as for 1st level domain powers, i feel that should not be too tricky, but in particular i need help with channel divinity options
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
in particular, what i wish to create is an sort of summoning domain, with maybe an bit of fiendish influence, and i am considering what kind of channel divinity option this kind of cleric might have over any other cleric, and my ideas so far are:
-when casting an summoning spell that requires concentration. If you do, for the duration of the spell your concentration cannot be broken by means other than you choosing to end it (clearly an 6th level channel divinity)
-an channel divinity option that extends the duration of summoning spells, perhaps even doubling the duration (clearly an 6th level channel divinity option, since no summoning spells exists prior to this level)
-an channel divinity option that summons creatures, similar to a few 3rd level spells but weaker. You may summon a number of creatures of an certain creature type equal to half your cleric level rounded down or your wisdom modifier, whichever is lower (minimum of one). None of the creatures summoned may have an challenge rating higher than 1/4 th, and the creatures persist for one minute before they dissapear.
-an channel divinity option that bypasses concentration, letting you concentrate on an maximum of two spells at once. There would obviously be some caveats to this channel divinity option, such as only being able to use this ability with conjuration spells, the only other spell you are able to concentrate on being one affecting an summoned creature, the spells used must be lower than your wisdom modifier, something along these lines
please, judge these channel divinity options as harshly as you wish, i just want help
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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okay so i am thinking of making a few cleric domains, but i'd like some advice on balancing an cleric. The main thing i struggle with is trying to figure out approximately how powerful channel divinity options are supposed to be and i am having like zero luck.
excluding the channel divinity options that empower existing features, like the tempest clerics ability to maximize lightning damage, the death clerics ability to deal extra damage, and the grave clerics double damage gimmick, it seems that most channel divinity powers lies somewhere between an 1st or 2nd level spells in terms of potency and effect, but i feel that is not a good guideline, since the abilities are all so different.
and in terms of domain spells, is there any special consideration i need to make? For instance i have noticed that so far, no expanded spell list and no list of domain spells has ever included any spells that summon creatures to fight on your behalf such as summon lesser demons or conjure animals, is this an pure game balance limit or is this simply due to the designers not wanting to alter the feel of the cleric? Should i take any special consideration when making a list of domain spells?
as for 1st level domain powers, i feel that should not be too tricky, but in particular i need help with channel divinity options
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
in particular, what i wish to create is an sort of summoning domain, with maybe an bit of fiendish influence, and i am considering what kind of channel divinity option this kind of cleric might have over any other cleric, and my ideas so far are:
-when casting an summoning spell that requires concentration. If you do, for the duration of the spell your concentration cannot be broken by means other than you choosing to end it (clearly an 6th level channel divinity)
-an channel divinity option that extends the duration of summoning spells, perhaps even doubling the duration (clearly an 6th level channel divinity option, since no summoning spells exists prior to this level)
-an channel divinity option that summons creatures, similar to a few 3rd level spells but weaker. You may summon a number of creatures of an certain creature type equal to half your cleric level rounded down or your wisdom modifier, whichever is lower (minimum of one). None of the creatures summoned may have an challenge rating higher than 1/4 th, and the creatures persist for one minute before they dissapear.
-an channel divinity option that bypasses concentration, letting you concentrate on an maximum of two spells at once. There would obviously be some caveats to this channel divinity option, such as only being able to use this ability with conjuration spells, the only other spell you are able to concentrate on being one affecting an summoned creature, the spells used must be lower than your wisdom modifier, something along these lines
please, judge these channel divinity options as harshly as you wish, i just want help
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes