I posted a version of this a while ago, have since updated it. I'm trying to make a eilistraee-ish cleric domain that is kind of a blend of the darksong knight, silverhair knight, and sword dancer for a player of mine. I am trying to lean towards her freedom, atonement, and anti-fiend aspects, with the flavor of dancing/singing, rather than her being a moon goddess (I just like the imagery for that :D). Any help or constructive criticism is welcome. Thanks!
This is what I have so far:
Domain Spells
You gain domain spells at the cleric levels listed in the Moonsong Domain Spells table. See the Divine Domain class feature for how domain spells work.
Moonsong Domain Spells
CLERIC LEVEL SPELLS
1st divine favor, heroism
3rd misty step, moonbeam
5th haste, crusader's mantle
7th aura of purity, death ward
9th circle of power, steel wind strike
Divine Grace
At 1st level, you gain proficiency with one type of one-handed melee weapon of your choice, and the Performance skill if you don’t already have it.
Consecrated Weapon
At 1st level, you spend one hour performing a ritual under the moon to make a bond with your weapon. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon becomes your spellcasting focus. If you are no longer holding or carrying this weapon, become incapacitated, or if you fall unconscious, this effect ends.
Channel Divinity: Moonfire Beacon
Starting at 2nd level, you can use your Channel Divinity to harness moonlight, banishing corruption and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any charmed condition within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Divine Strike
At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target. When you reach 8th level, the extra damage increases to 2d6, then at 14th level the damage increases to 3d6.
Warding Dance
At 8th level, your draw strength from your connection with your deity to form a ward around you. When a creature makes a ranged attack against you, you can use your reaction to impose disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Moonsong Blessing
Beginning at 17th level, you are always under the effects of a freedom of movement spell.
Public Mod Note
(Davyd):
Moved to Homebrew & House Rules
Speaking from a pure balance perspective, it’s honestly pretty well done. Some might argue about the Divine Strike thing getting an extra d6, but if a 14th level Cleric who doesn’t get a 2nd attack is going to use their precious action to do that? Ok. Clerics are already kind of a really odd blend of stats because if you want them to wear heavy armor, they need a lot of STR, but you want them to have some CON for Con saves, Wisdom obviously since its their primary stat and this lets them use Charisma possibly which makes them a VERY MAD(Multiple Ability Dependant) type class.
I’d let this fly at my table, and I’ve honestly refused to let most homebrew subclasses fly at my table.
Oops I meant to switch it to wisdom for the consecrated weapon. So would a d4 be better for the divine strike? I was trying to balance the damage for getting divine strike at a lower level, hence d6's instead of the usual d8.
I might come back to this later, but here's a few points I came up with after doing a brief skim
Clerics of Eilistraee are known for their swordsmanship, so why not change the bonus proficiencies to "you gain proficiency in Longswords, rapiers, scimitars and shortswords" in addition to their performance proficiency. Especially since the more martial clerics gain the entirety of martial weapons.
Similar to spidey, due to the Consecrated Weapon feature requiring cha will make this cleric fairly MAD. I would recommend either making it so it uses wisdom instead or allow the feature to grant one handed weapons, specifically bladed weapons, the finesse property.
Just make divine strike the scaling d8 radiant, don't try to do anything fancy. Keep it simple.
Oops I meant to switch it to wisdom for the consecrated weapon. So would a d4 be better for the divine strike? I was trying to balance the damage for getting divine strike at a lower level, hence d6's instead of the usual d8.
Heck no. Divine Strike is not a terribly powerful ability, it should stick with d8s.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I wanted to make it a choice of bladed weapons but apparently thats not an option on dndbeyond, lol. I guess just giving proficiencies in those weapons would work too. So should I swap Divine Strike with Warding Dance and keep the d8's?
Personally, I always thought Divine Strike was weak. I wouldn’t go to d4s because then there is zero incentive at all to make melee attacks. I think its plenty balanced. 14th level attack action with like a Longsword would be 1D8+5 + 3d6? It’s on par with a 2nd/3rd level guiding bolt.
I really like the attention to the balance on it, honestly. Even using the Wisdom Mod for the attack Modifier? I’d still let it fly at my table.
To me, the strongest piece of the class? It’s just getting access to Steel Wind Strike. The other abilities are nice, but Steel Wind Strike is just such an underrated spell(at least at my table). I have all my enemy spell casters who can take it, take it. It’s just GOOD.
Thanks! Truly. To me being OP takes the fun out of playing and makes my job as dm a pain lol. I would also like to share it with the community if it's good enough. Now to come up with some decent lore for it.
Thanks! Truly. To me being OP takes the fun out of playing and makes my job as dm a pain lol. I would also like to share it with the community if it's good enough. Now to come up with some decent lore for it.
I'm not a huge fan of charming for this version. Mostly because I feel like it fits with the ascetic of freedom, so I'm trying to stay away from spells of that nature. That said I'm thinking replacing Crusader's Mantle with Beacon of Hope, Aura of Purity with Private Sanctum or Freedom of Movement, and for Circle of Power/Steel Wind Strike with Dispel Evil and Good/ Hallow or flamestrike.
I'm not a huge fan of charming for this version. Mostly because I feel like it fits with the ascetic of freedom, so I'm trying to stay away from spells of that nature. That said I'm thinking replacing Crusader's Mantle with Beacon of Hope, Aura of Purity with Private Sanctum or Freedom of Movement, and for Circle of Power/Steel Wind Strike with Dispel Evil and Good/ Hallow or flamestrike.
That's fine, I was mostly spit balling a spell ideas, mostly just wanted to let you know that if you're wanting to make it public here you need to change the licensed spells.
I posted a version of this a while ago, have since updated it. I'm trying to make a eilistraee-ish cleric domain that is kind of a blend of the darksong knight, silverhair knight, and sword dancer for a player of mine. I am trying to lean towards her freedom, atonement, and anti-fiend aspects, with the flavor of dancing/singing, rather than her being a moon goddess (I just like the imagery for that :D). Any help or constructive criticism is welcome. Thanks!
This is what I have so far:
Domain Spells
You gain domain spells at the cleric levels listed in the Moonsong Domain Spells table. See the Divine Domain class feature for how domain spells work.
Moonsong Domain Spells
CLERIC LEVEL SPELLS
1st divine favor, heroism
3rd misty step, moonbeam
5th haste, crusader's mantle
7th aura of purity, death ward
9th circle of power, steel wind strike
Divine Grace
At 1st level, you gain proficiency with one type of one-handed melee weapon of your choice, and the Performance skill if you don’t already have it.
Consecrated Weapon
At 1st level, you spend one hour performing a ritual under the moon to make a bond with your weapon. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon becomes your spellcasting focus. If you are no longer holding or carrying this weapon, become incapacitated, or if you fall unconscious, this effect ends.
Channel Divinity: Moonfire Beacon
Starting at 2nd level, you can use your Channel Divinity to harness moonlight, banishing corruption and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any charmed condition within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Divine Strike
At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target. When you reach 8th level, the extra damage increases to 2d6, then at 14th level the damage increases to 3d6.
Warding Dance
At 8th level, your draw strength from your connection with your deity to form a ward around you. When a creature makes a ranged attack against you, you can use your reaction to impose disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Moonsong Blessing
Beginning at 17th level, you are always under the effects of a freedom of movement spell.
Speaking from a pure balance perspective, it’s honestly pretty well done. Some might argue about the Divine Strike thing getting an extra d6, but if a 14th level Cleric who doesn’t get a 2nd attack is going to use their precious action to do that? Ok. Clerics are already kind of a really odd blend of stats because if you want them to wear heavy armor, they need a lot of STR, but you want them to have some CON for Con saves, Wisdom obviously since its their primary stat and this lets them use Charisma possibly which makes them a VERY MAD(Multiple Ability Dependant) type class.
I’d let this fly at my table, and I’ve honestly refused to let most homebrew subclasses fly at my table.
Oops I meant to switch it to wisdom for the consecrated weapon. So would a d4 be better for the divine strike? I was trying to balance the damage for getting divine strike at a lower level, hence d6's instead of the usual d8.
I might come back to this later, but here's a few points I came up with after doing a brief skim
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Heck no. Divine Strike is not a terribly powerful ability, it should stick with d8s.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I wanted to make it a choice of bladed weapons but apparently thats not an option on dndbeyond, lol. I guess just giving proficiencies in those weapons would work too. So should I swap Divine Strike with Warding Dance and keep the d8's?
Personally, I always thought Divine Strike was weak. I wouldn’t go to d4s because then there is zero incentive at all to make melee attacks. I think its plenty balanced. 14th level attack action with like a Longsword would be 1D8+5 + 3d6? It’s on par with a 2nd/3rd level guiding bolt.
I really like the attention to the balance on it, honestly. Even using the Wisdom Mod for the attack Modifier? I’d still let it fly at my table.
To me, the strongest piece of the class? It’s just getting access to Steel Wind Strike. The other abilities are nice, but Steel Wind Strike is just such an underrated spell(at least at my table). I have all my enemy spell casters who can take it, take it. It’s just GOOD.
Good job, truly
Thanks! Truly. To me being OP takes the fun out of playing and makes my job as dm a pain lol. I would also like to share it with the community if it's good enough. Now to come up with some decent lore for it.
Well, if you're wanting to share with community here you'll need to change the following spells because they're not part of the open game license spells; Crusader's Mantle, Aura of Purity, Circle of Power, Steel Wind Strike.
In case you're wondering, these are the spells you're able to use; Basic Rules, and Elemental Evil Player's Companion
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Might I recommend the following prepared spells list;
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I'm not a huge fan of charming for this version. Mostly because I feel like it fits with the ascetic of freedom, so I'm trying to stay away from spells of that nature. That said I'm thinking replacing Crusader's Mantle with Beacon of Hope, Aura of Purity with Private Sanctum or Freedom of Movement, and for Circle of Power/Steel Wind Strike with Dispel Evil and Good/ Hallow or flamestrike.
That's fine, I was mostly spit balling a spell ideas, mostly just wanted to let you know that if you're wanting to make it public here you need to change the licensed spells.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Thanks for the heads up on that. Sometimes I forget that I've bought the entire spell list. lol