Well, here's the subclass that I've made so far for this. Lemme know your thoughts and suggestions if you have any.
Herald Domain
Unlike other divine domains, Clerics of the Herald Domain may serve almost any deity. This is due to the fact that this unique domain embodies less of an aspect of their deity's portfolio, and more of the divine reach of their patron deity and their many otherworldly servants. These clerics are chosen by their deities to spread the extent of their divine power in order to better access far-flung parts of the multiverse. This unique nature causes this domain to focus on summoning their deity's servants instead of portfolio-specific abilities.
The most powerful Herald Clerics ride into battle atop a flying mount with divinely infused weapons, surrounded by holy creatures that they summoned from their deity's realm, travelling the world to do their patron's bidding.
Domain Spells
You gain domain spells at the cleric levels listed in the Herald Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain proficiency with martial weapons and heavy armor.
Chosen Warrior
1st-level Herald Domain feature
The blessing of your patron deity also allows you to magically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Channel Divinity: Holy Calling
2nd-level Herald Domain feature
You can use your Channel Divinity call upon your divine power to summon a holy creature sent by your deity, called a Divine Herald.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Divine Herald stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it is a Protector, Zealot, or Ruiner, with specific features dependent on the chosen type. Once you summon a Divine Herald, whenever you summon it again, it must always be the same type.
In combat, the herald shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the herald can take any action of its choice, not just Dodge.
The herald remains for 1 minute or until reduced to 0 hit points. You may only have one Divine Herald at any given moment. If you summon a new one while you already had a Divine Herald, the original disappears. The herald also disappears if you die.
DIVINE HERALD
Medium celestial (Protector and Zealot Only) or fiend (Ruiner only)
Armor Class 15 (natural armor)
Hit Points 1+ your Wisdom modifier + five times your cleric level (the protector has a number of Hit Dice [d8s] equal to your cleric level)
Senses darkvision 60 ft. (Protector and Zealot) or 120ft. (Ruiner Only), passive Perception 11
Languages Celestial (Protector and Zealot Only) or Abyssal and Infernal (Ruiner Only), understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Magic Resistance (Zealot Only). The herald gains advantage on saving throws against spells and other magical effects.
Vigilant (Protector Only). The herald can’t be surprised.
Fiendish Sight (Ruiner Only).The herald's darkvision can see through magical darkness.
Actions
Divine Touch.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB radiant (Zealot Only), force (Protector Only), or necrotic (Ruiner Only).
Heal (1/Day, Zealot Only). The herald calls upon its restorative divine power to heal a creature it touches, healing the creature an amount of hit points equal to 1d8 + PB. If the target is currently diseased or poisoned, the herald may end one such condition.
Ward (1/Day, Protector Only).The herald calls upon its warding energy to protect a creature it touches, granting the creature an amount of temporary hit points equal to 2d6 + PB.
Defile (1/Day, Ruiner Only).The herald draws ruinous and razing power from itself, touching a creature within 5 feet of it. The creature must succeed on a Constitution saving throw against your spell save DC or take 2d8 + PB necrotic damage and become poisoned for one minute.
Extra Attack
6th-level Herald Domain feature
You can attack twice, instead of once, whenever you take the Attack action on your turn, as long as both attacks are made with the weapon that is under the effect of your Chosen Warrior feature.
Strikes of the Chosen
8th-level Herald Domain feature
You gain the ability to infuse your Divine Herald's strikes with divine energy. Once on each of your turns when your Divine Herald hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the attack to the target. When you reach 14th level, the extra damage increases to 2d8.
Deity's Harbinger
17th-level Herald Domain feature
When you use your action to summon your Divine Herald using your Channel Divinity, you may expend an additional Channel Divinity as part of the same action to summon an additional Divine Herald. When you command a Divine Herald as a bonus action, you may command each Divine Herald you have summoned to take the same action.
Well, here's the subclass that I've made so far for this. Lemme know your thoughts and suggestions if you have any.
Herald Domain
Unlike other divine domains, Clerics of the Herald Domain may serve almost any deity. This is due to the fact that this unique domain embodies less of an aspect of their deity's portfolio, and more of the divine reach of their patron deity and their many otherworldly servants. These clerics are chosen by their deities to spread the extent of their divine power in order to better access far-flung parts of the multiverse. This unique nature causes this domain to focus on summoning their deity's servants instead of portfolio-specific abilities.
The most powerful Herald Clerics ride into battle atop a flying mount with divinely infused weapons, surrounded by holy creatures that they summoned from their deity's realm, travelling the world to do their patron's bidding.
Domain Spells
You gain domain spells at the cleric levels listed in the Herald Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain proficiency with martial weapons and heavy armor.
Chosen Warrior
1st-level Herald Domain feature
The blessing of your patron deity also allows you to magically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Channel Divinity: Holy Calling
2nd-level Herald Domain feature
You can use your Channel Divinity call upon your divine power to summon a holy creature sent by your deity, called a Divine Herald.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Divine Herald stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it is a Protector, Zealot, or Ruiner, with specific features dependent on the chosen type. Once you summon a Divine Herald, whenever you summon it again, it must always be the same type.
In combat, the herald shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the herald can take any action of its choice, not just Dodge.
The herald remains for 1 minute or until reduced to 0 hit points. You may only have one Divine Herald at any given moment. If you summon a new one while you already had a Divine Herald, the original disappears. The herald also disappears if you die.
DIVINE HERALD
Medium celestial (Protector and Zealot Only) or fiend (Ruiner only)
Armor Class 15 (natural armor)
Hit Points 1+ your Wisdom modifier + five times your cleric level (the protector has a number of Hit Dice [d8s] equal to your cleric level)
Senses darkvision 60 ft. (Protector and Zealot) or 120ft. (Ruiner Only), passive Perception 11
Languages Celestial (Protector and Zealot Only) or Abyssal and Infernal (Ruiner Only), understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Magic Resistance (Zealot Only). The herald gains advantage on saving throws against spells and other magical effects.
Vigilant (Protector Only). The herald can’t be surprised.
Fiendish Sight (Ruiner Only).The herald's darkvision can see through magical darkness.
Actions
Divine Touch.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB radiant (Zealot Only), force (Protector Only), or necrotic (Ruiner Only).
Heal (1/Day, Zealot Only). The herald calls upon its restorative divine power to heal a creature it touches, healing the creature an amount of hit points equal to 1d8 + PB. If the target is currently diseased or poisoned, the herald may end one such condition.
Ward (1/Day, Protector Only).The herald calls upon its warding energy to protect a creature it touches, granting the creature an amount of temporary hit points equal to 2d6 + PB.
Defile (1/Day, Ruiner Only).The herald draws ruinous and razing power from itself, touching a creature within 5 feet of it. The creature must succeed on a Constitution saving throw against your spell save DC or take 2d8 + PB necrotic damage and become poisoned for one minute.
Extra Attack
6th-level Herald Domain feature
You can attack twice, instead of once, whenever you take the Attack action on your turn, as long as both attacks are made with the weapon that is under the effect of your Chosen Warrior feature.
Strikes of the Chosen
8th-level Herald Domain feature
You gain the ability to infuse your Divine Herald's strikes with divine energy. Once on each of your turns when your Divine Herald hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the attack to the target. When you reach 14th level, the extra damage increases to 2d8.
Deity's Harbinger
17th-level Herald Domain feature
When you use your action to summon your Divine Herald using your Channel Divinity, you may expend an additional Channel Divinity as part of the same action to summon an additional Divine Herald. When you command a Divine Herald as a bonus action, you may command each Divine Herald you have summoned to take the same action.
I love it. The spell list is great - totally thematic - and the Chosen Warrior feature is awesome for a low strength martial Cleric - though some Strength will still be needed for Heavy Armour.
Beyond needing a bit of a proof-read - there's not a lot of feedback I can give. I have no idea how balanced it would be to play - but the design is great. Thank you!
Well, here's the subclass that I've made so far for this. Lemme know your thoughts and suggestions if you have any.
Herald Domain
Unlike other divine domains, Clerics of the Herald Domain may serve almost any deity. This is due to the fact that this unique domain embodies less of an aspect of their deity's portfolio, and more of the divine reach of their patron deity and their many otherworldly servants. These clerics are chosen by their deities to spread the extent of their divine power in order to better access far-flung parts of the multiverse. This unique nature causes this domain to focus on summoning their deity's servants instead of portfolio-specific abilities.
The most powerful Herald Clerics ride into battle atop a flying mount with divinely infused weapons, surrounded by holy creatures that they summoned from their deity's realm, travelling the world to do their patron's bidding.
Domain Spells
You gain domain spells at the cleric levels listed in the Herald Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain proficiency with martial weapons and heavy armor.
Chosen Warrior
1st-level Herald Domain feature
The blessing of your patron deity also allows you to magically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Channel Divinity: Holy Calling
2nd-level Herald Domain feature
You can use your Channel Divinity call upon your divine power to summon a holy creature sent by your deity, called a Divine Herald.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Divine Herald stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it is a Protector, Zealot, or Ruiner, with specific features dependent on the chosen type. Once you summon a Divine Herald, whenever you summon it again, it must always be the same type.
In combat, the herald shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the herald can take any action of its choice, not just Dodge.
The herald remains for 1 minute or until reduced to 0 hit points. You may only have one Divine Herald at any given moment. If you summon a new one while you already had a Divine Herald, the original disappears. The herald also disappears if you die.
DIVINE HERALD
Medium celestial (Protector and Zealot Only) or fiend (Ruiner only)
Armor Class 15 (natural armor)
Hit Points 1+ your Wisdom modifier + five times your cleric level (the protector has a number of Hit Dice [d8s] equal to your cleric level)
Senses darkvision 60 ft. (Protector and Zealot) or 120ft. (Ruiner Only), passive Perception 11
Languages Celestial (Protector and Zealot Only) or Abyssal and Infernal (Ruiner Only), understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Magic Resistance (Zealot Only). The herald gains advantage on saving throws against spells and other magical effects.
Vigilant (Protector Only). The herald can’t be surprised.
Fiendish Sight (Ruiner Only).Magical darkness doesn't impede the devil's darkvision.
Actions
Divine Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB radiant (Zealot Only), force (Protector Only), or necrotic (Ruiner Only).
Heal (1/Day, Zealot Only). The herald calls upon its restorative divine power to heal a creature it touches, healing the creature an amount of hit points equal to 1d8 + PB. If the target is currently diseased or poisoned, the herald may end one such condition.
Ward (1/Day, Protector Only).The herald calls upon its warding energy to protect a creature it touches, granting the creature an amount of temporary hit points equal to 2d6 + PB.
Defile (1/Day, Ruiner Only).The herald draws ruinous and razing power from itself, touching a creature within 5 feet of it. The creature must succeed on a Constitution saving throw against your spell save DC or take 2d8 + PB necrotic damage and become poisoned for one minute.
Extra Attack
6th-level Herald Domain feature
You can attack twice, instead of once, whenever you take the Attack action on your turn, as long as both attacks are made with the weapon that is under the effect of your Chosen Warrior feature.
Strikes of the Chosen
8th-level Herald Domain feature
You gain the ability to infuse your Divine Herald's strikes with divine energy. Once on each of your turns when your Divine Herald hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the attack to the target. When you reach 14th level, the extra damage increases to 2d8.
Deity's Harbinger
17th-level Herald Domain feature
When you use your action to summon your Divine Herald using your Channel Divinity, you may expend an additional Channel Divinity as part of the same action to summon an additional Divine Herald. When you command a Divine Herald as a bonus action, you may command each Divine Herald you have summoned to take the same action.
I edited it a bit to make it easier to read.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
My first thought when you said pet cleric was a fantasy veterinarian. Cleric = healer, so pet cleric = veterinarian.
You asked for a summoner, but there is an existing subclass that gives you the ability to make friends of animals already on this plane: nature domain cleric. At first level, you get Speak with Animals and Animal Friendship. At second level you get a channel divinity that lets you charm animals similar to Animal Friendship, but targeting an unlimited number of animals within range for a short duration.
As the DM, you can certainly give your players pets, and one way to theme this would be to have an encounter where your pet cleric heals an injured animal, and the animal becomes a friend to your party indefinitely. But no need to worry about giving them an overpowered companion, as the creature is still under your control. If it turns out overpowered, come up with an excuse for it to part ways. If it is appropriately powered, probably as the party levels up and the beast doesn’t, it will become outmatched in some combat and either die or instinctually decide to run away. Then you arrange another encounter to meet a new, more powerful friend.
If you really want to create a summoning-based subclass, give it a try. Subclasses are probably the easiest thing to homebrew. Just look at other subclasses for the class, and try to come up with features of equivalent power for each level. For a summoning ability, compare it to a concentration spell. Look at the damage that spell can do per round, and compare the damage a summoned beast can do per round, factoring multiattacks. Usually a summoning ability will designate a max CR of monster it can summon. Compare the strongest monster of that CR. If the summoning ability doesn’t require concentration, weaken it a bit by lowering the CR.
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Yeah, this one’s a winner winner chicken dinner.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Emmber, thanks for this thread. I’m glad I found it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
i offer my thanks as well
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Well, here's the subclass that I've made so far for this. Lemme know your thoughts and suggestions if you have any.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Fixed the nightmare tooltip.
I have a weird sense of humor.
I also make maps.(That's a link)
Dang it. I thought I had caught that. Thanks for alerting me of that.
Thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I love it. The spell list is great - totally thematic - and the Chosen Warrior feature is awesome for a low strength martial Cleric - though some Strength will still be needed for Heavy Armour.
Beyond needing a bit of a proof-read - there's not a lot of feedback I can give. I have no idea how balanced it would be to play - but the design is great. Thank you!
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
It would probably be a pain for the DM. I also think the divine strikes should be your choice of radiant or necrotic.
I have a weird sense of humor.
I also make maps.(That's a link)
I edited it a bit to make it easier to read.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
My first thought when you said pet cleric was a fantasy veterinarian. Cleric = healer, so pet cleric = veterinarian.
You asked for a summoner, but there is an existing subclass that gives you the ability to make friends of animals already on this plane: nature domain cleric. At first level, you get Speak with Animals and Animal Friendship. At second level you get a channel divinity that lets you charm animals similar to Animal Friendship, but targeting an unlimited number of animals within range for a short duration.
As the DM, you can certainly give your players pets, and one way to theme this would be to have an encounter where your pet cleric heals an injured animal, and the animal becomes a friend to your party indefinitely. But no need to worry about giving them an overpowered companion, as the creature is still under your control. If it turns out overpowered, come up with an excuse for it to part ways. If it is appropriately powered, probably as the party levels up and the beast doesn’t, it will become outmatched in some combat and either die or instinctually decide to run away. Then you arrange another encounter to meet a new, more powerful friend.
If you really want to create a summoning-based subclass, give it a try. Subclasses are probably the easiest thing to homebrew. Just look at other subclasses for the class, and try to come up with features of equivalent power for each level. For a summoning ability, compare it to a concentration spell. Look at the damage that spell can do per round, and compare the damage a summoned beast can do per round, factoring multiattacks. Usually a summoning ability will designate a max CR of monster it can summon. Compare the strongest monster of that CR. If the summoning ability doesn’t require concentration, weaken it a bit by lowering the CR.