I wanted to try creating a Cleric domain focused on using glyphs and wards, similar to the recent UA Wizard subclass but with a stronger focus on protection. Id appreciate any feedback
Warding Domain
Warding Domain Spells
Cleric Level
Spells
1st
Absorb Elements, Alarm
3rd
Arcane Lock, Warding Bond
5th
Glyph of Warding, Nondetection Protection from Energy
7th
Death Ward, Otiluke’s Resilient Sphere
9th
Circle of Power, Dispel Evil and Good
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in heavy armor. You also gain proficiency in one of the following sets of tools of your choice: Calligrapher’s Supplies, Mason’s Tools, or Woodcarver’s Tools .
Produce Ward
Starting at 1st level, you can weave markings into the area around you. As a bonus action you can choose a point on a surface within 30 ft of you and inscribe it with power. Choose one of the following symbols:
Glyph of Dazing: When a creature enters the space containing the glyph, it must make a Constitution saving throw. On a failed save, until the end of its next turn the creature can only choose to take an action or bonus action, but not both. A creature concentrating on a spell or similar effect loses its concentration on a failed save as well.
Rune of Repulsion: When a creature enters the space containing the rune, it must make a Dexterity saving throw. On a failed save, the creature is propelled away from the space the rune occupies, with the direction it is moved selected when the rune is placed. The distance it is propelled is a number of feet equal to 5 x your Wisdom modifier. A willing creature can choose to fail this save.
Sigil of Encumberment: When a creature enters the space containing the sigil, it must make a Strength saving throw. On a failed save the creature stops moving and its speed is reduced to 0 until the end of its turn. A willing creature can choose to fail this save.
The space each marking occupies is a 5-foot cube originating from the targeted surface. Each marking is invisible to creatures other than you and remains until it is triggered or dispelled. You can have a number of active markings equal to your Wisdom modifier, and you cannot have more than one marking occupy the same space. If you would use this feature after this maximum is reached, the earliest marking disappears.
Channel Divinity: Sealing Barrier
Starting at 2nd level, when a magical effect which targets an area (such as a dragon’s breath weapon or the Fireball spell) originates within 60 feet of you, as a reaction you can you can expend a use of your Channel Divinity to summon forth a spectral barrier of holy symbols, holding back the effect. The area affected is reduced in all dimensions by 5 feet, to a minimum of 5 feet. This reduction persists until the end of your next turn, after which the effect spreads to fill its full area, if it is still active. For example, an effect which takes the shape of a 10-foot cone would be reduced to a 5-foot cone, limiting both how far forward it travels and how far it spreads outward from its center.
After you reach 5th level, the number of feet the targeted effect is reduced by increases to 10 feet, and increases further as you level up, as shown in the table below. Following this reduction, an effect’s dimension still cannot be reduced to less than 5 feet.
Cleric Level
Area Reduction
5th
10 feet in each dimension
8th
15 feet in each dimension
11th
20 feet in each dimension
14th
25 feet in each dimension
17th
30 feet in each dimension
Glyph of Fortification
Beginning at 6th level, when you restore Hit Points to an ally with a spell of 1st level or higher, that creature gains a damage threshold equal to 5 x the level of spell slot expended, which lasts until the start of your next turn. A creature with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the creature's Hit Points.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with stored magical power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Protective Runes
At 17th level, whenever you cast a spell which requires concentration, magical markings begin to float around you, protecting you from harm. While you maintain concentration on the spell, you gain a bonus to your AC and to saving throws you make equal to half the level of spell slot expended (rounded down).
Bonus Proficiencies: Heavy armor makes sense, but... why???? Why are there tool proficiencies? I could kind of understand mason's and woodcarver's tools as means of building fortifications, but calligrapher's supplies??? Maybe include some reasoning for this in the feature.
Produce Ward: You don't have to say that see invisibility and truesight let you see invisible things, nor that dispel magic and antimagic field dispel magical things. All of that is implied by the fact that the feature creates something that is invisible and magical, so it's just a ton of text with no purpose. It's also unnecessary to say that a willing creature can choose to fail saves, since a) there's not really any reason they would ever want to and b) any reasonable DM lets you fail (non Constitution) saves. Saying that each marking "occupies" a 5-foot cube makes it somewhat ambiguous as to whether anything can enter the cube, even though common sense clearly says that they could, so maybe change that wording.
Just an idea, but maybe include some positive effects and give the ability to choose whether the ward is visible. I think having a 5 foot cube where allies get an AC boost/disadvantage on attacks made against them, or advantage on attacks made against others, or advantage on saving throws, or an extra reaction, or a super far jump (magic trampamoline), or the ability to become a different type of ward, or whatever else would be a really cool tactical advantage and in the spirit of the class.
Channel Divinity: Sealing Barrier: The wording is a bit confusing as to how the AoE is reduced, at least to me. Also, instead of "you can expend a use of your Channel Divinity to summon forth holy symbols to form a barrier holding back the effect" (which is a bit hard to read on account of the two "to"s), consider "you can expend a use of your Channel Divinity to summon forth a spectral barrier of holy symbols, holding back the effect." The table seems a bit unnecessary and the scaling is very fast; by 8th level you can reduce the majority of AoE effects to 5 feet. Maybe simply a number of feet equal to cleric level, rounded up to nearest five. If you want to keep similar scaling, then 5*proficiency bonus or 2*cleric level rounded to nearest 5 would both work instead of a table.
Glyph of Fortification: This has worryingly good combo ability with spells like mass healing word, so maybe restricting it to single-target spells or a once-per-turn effect would make it better. Other than that, really cool ability!
Divine Strike: Makes sense.
Protective Runes: Seems pretty well balanced (from my feeble understanding of how to balance things, at least). Technically you don't have to say rounded down, but I completely understand saying it anyways.
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To me, Alarm makes sense because you are marking the area of a room to ward it from intrusion. This plays less into the "tanky abjuration" and more into the runes and warding theme I want to go for. I also want to avoid Shield, as this subclass will be tanky enough with its other features. I will change out Nondetection though, probably with protection from energy
Bonus Proficiencies: Heavy armor makes sense, but... why???? Why are there tool proficiencies? I could kind of understand mason's and woodcarver's tools as means of building fortifications, but calligrapher's supplies??? Maybe include some reasoning for this in the feature.
Because they are skilled in inscribing magical wards, sigils, runes, and glyphs, so I chose tool kits that might be used for marking different types of surfaces (stone, wood, and paper)
Produce Ward: You don't have to say that see invisibility and truesight let you see invisible things, nor that dispel magic and antimagic field dispel magical things. All of that is implied by the fact that the feature creates something that is invisible and magical, so it's just a ton of text with no purpose. It's also unnecessary to say that a willing creature can choose to fail saves, since a) there's not really any reason they would ever want to and b) any reasonable DM lets you fail (non Constitution) saves. Saying that each marking "occupies" a 5-foot cube makes it somewhat ambiguous as to whether anything can enter the cube, even though common sense clearly says that they could, so maybe change that wording.
I think that it would be to a PC's benefit to allow themselves to be propelled upward/forward/etc by the Rune of Repulsion for an extra boost or to have their movement stopped by the Sigil of Encumberment if they are being moved against their will. Also, having the stipulation baked in RAW avoids any reliance on a DM being "reasonable"
Channel Divinity: Sealing Barrier: The wording is a bit confusing as to how the AoE is reduced, at least to me. Also, instead of "you can expend a use of your Channel Divinity to summon forth holy symbols to form a barrier holding back the effect" (which is a bit hard to read on account of the two "to"s), consider "you can expend a use of your Channel Divinity to summon forth a spectral barrier of holy symbols, holding back the effect." The table seems a bit unnecessary and the scaling is very fast; by 8th level you can reduce the majority of AoE effects to 5 feet. Maybe simply a number of feet equal to cleric level, rounded up to nearest five. If you want to keep similar scaling, then 5*proficiency bonus or 2*cleric level rounded to nearest 5 would both work instead of a table.
An AOE is reduced in every dimension by 5 feet to a minimum of 5 feet. So a cube would be reduced by 5 feet on each side, a sphere would have its radius reduced by 5 feet, a cone would have its maximum length reduced by 5 feet, and so on. The Areas of Effect section for the spellcasting chapter in the PHB lays out the relevant dimensions for each AOE shape and its point of origin. The wording could probably be cleaned up some to make it more clear, and Ill take your suggestion for that first sentence. Also, I like the table just because it scales in the same way Destroy Undead does.
Glyph of Fortification: This has worryingly good combo ability with spells like mass healing word, so maybe restricting it to single-target spells or a once-per-turn effect would make it better. Other than that, really cool ability!
I considered that, and I may still go that route, but honestly I do not have an issue with it working with mass healing spells. The Arcana Domain's Spell Breaker effect similarly procs onto any target healed by the spell, which is part of what makes taking healing spells on it so appealing. Granted, this is ability is always useful whereas Spell Breaker is situational. IDK, Ill need to think on it.
Divine Strike: Makes sense.
Protective Runes: Seems pretty well balanced (from my feeble understanding of how to balance things, at least). Technically you don't have to say rounded down, but I completely understand saying it anyways.
I wanted to try creating a Cleric domain focused on using glyphs and wards, similar to the recent UA Wizard subclass but with a stronger focus on protection. Id appreciate any feedback
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Domain Spells: Alarm seems a bit out of place compared to the rest of the spells, even though it's abjuration. Consider replacing it with shield, shield of faith, or protection from evil and good. Nondetection seems like it's in the same vein as alarm, so maybe replace it with magic circle or protection from energy.
Bonus Proficiencies: Heavy armor makes sense, but... why???? Why are there tool proficiencies? I could kind of understand mason's and woodcarver's tools as means of building fortifications, but calligrapher's supplies??? Maybe include some reasoning for this in the feature.
Produce Ward: You don't have to say that see invisibility and truesight let you see invisible things, nor that dispel magic and antimagic field dispel magical things. All of that is implied by the fact that the feature creates something that is invisible and magical, so it's just a ton of text with no purpose. It's also unnecessary to say that a willing creature can choose to fail saves, since a) there's not really any reason they would ever want to and b) any reasonable DM lets you fail (non Constitution) saves. Saying that each marking "occupies" a 5-foot cube makes it somewhat ambiguous as to whether anything can enter the cube, even though common sense clearly says that they could, so maybe change that wording.
Just an idea, but maybe include some positive effects and give the ability to choose whether the ward is visible. I think having a 5 foot cube where allies get an AC boost/disadvantage on attacks made against them, or advantage on attacks made against others, or advantage on saving throws, or an extra reaction, or a super far jump (magic trampamoline), or the ability to become a different type of ward, or whatever else would be a really cool tactical advantage and in the spirit of the class.
Channel Divinity: Sealing Barrier: The wording is a bit confusing as to how the AoE is reduced, at least to me. Also, instead of "you can expend a use of your Channel Divinity to summon forth holy symbols to form a barrier holding back the effect" (which is a bit hard to read on account of the two "to"s), consider "you can expend a use of your Channel Divinity to summon forth a spectral barrier of holy symbols, holding back the effect." The table seems a bit unnecessary and the scaling is very fast; by 8th level you can reduce the majority of AoE effects to 5 feet. Maybe simply a number of feet equal to cleric level, rounded up to nearest five. If you want to keep similar scaling, then 5*proficiency bonus or 2*cleric level rounded to nearest 5 would both work instead of a table.
Glyph of Fortification: This has worryingly good combo ability with spells like mass healing word, so maybe restricting it to single-target spells or a once-per-turn effect would make it better. Other than that, really cool ability!
Divine Strike: Makes sense.
Protective Runes: Seems pretty well balanced (from my feeble understanding of how to balance things, at least). Technically you don't have to say rounded down, but I completely understand saying it anyways.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
To me, Alarm makes sense because you are marking the area of a room to ward it from intrusion. This plays less into the "tanky abjuration" and more into the runes and warding theme I want to go for. I also want to avoid Shield, as this subclass will be tanky enough with its other features. I will change out Nondetection though, probably with protection from energy
Because they are skilled in inscribing magical wards, sigils, runes, and glyphs, so I chose tool kits that might be used for marking different types of surfaces (stone, wood, and paper)
I think that it would be to a PC's benefit to allow themselves to be propelled upward/forward/etc by the Rune of Repulsion for an extra boost or to have their movement stopped by the Sigil of Encumberment if they are being moved against their will. Also, having the stipulation baked in RAW avoids any reliance on a DM being "reasonable"
An AOE is reduced in every dimension by 5 feet to a minimum of 5 feet. So a cube would be reduced by 5 feet on each side, a sphere would have its radius reduced by 5 feet, a cone would have its maximum length reduced by 5 feet, and so on. The Areas of Effect section for the spellcasting chapter in the PHB lays out the relevant dimensions for each AOE shape and its point of origin. The wording could probably be cleaned up some to make it more clear, and Ill take your suggestion for that first sentence. Also, I like the table just because it scales in the same way Destroy Undead does.
I considered that, and I may still go that route, but honestly I do not have an issue with it working with mass healing spells. The Arcana Domain's Spell Breaker effect similarly procs onto any target healed by the spell, which is part of what makes taking healing spells on it so appealing. Granted, this is ability is always useful whereas Spell Breaker is situational. IDK, Ill need to think on it.
Thanks for the feedback
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