Base Class: Cleric
Nearly all clerics pray to a god, and their belief in them is what gives them their power. However, some clerics worship dead powers, or gods that prefer not to give powers to the unworthy, or the unproven. And some have lost their god's trust, leaving them without their power. These are the clerics of the Abandoned Domain.
Spell Collection
You have an empty place in your soul where domain spells would usually reside (ignore the Domain spells this class gives you; they are placeholders). Thankfully for you, that space can be filled. At level 1, when you successfully save against a spell that is 5th level or lower, you can use a reaction to add that spell to your list of prepared spells the next time you finish a long rest if you can use that level spell slot. For the first two spells per spell level you use this ability with, they are added to your list of Domain spells, even if you cannot yet cast at that level. During a long rest, you can also use a spell scroll to add the spell to your list of prepared spells if you can cast it, adding it to your Domain spells if it is of an appropriate level which is not filled yet.
Empty Soul
At 1st level, your soul feels empty, and it craves any kind of healing. Whenever you are healed, you are healed for the maximum amount of hit points possible from the source of healing.
Channel Divinity: Healing Pool
At 2nd level, you can expend one use of Channel Divinity as an action to make a melee spell attack against one creature. On a hit, the creature takes poison damage equal to 1d10 + your Cleric level. Then, you can add an amount of hit points into a Healing Pool equal to the damage done, separate from your health. As a bonus action, you can add any amount of hit points to a creature you can touch, including yourself, by spending an equal amount of hit points from your Healing Pool.
Divine Resistance
At 6th level, your distance from divinity has made you resistant to the effects of certain extraplanar beings. You are resistant to radiant damage, as well any other damage types ONLY when it is dealt by any creature considered "fiend" or "celestial." You also have Advantage on saving throws to resist non-damaging effects by fiends or celestials if the effect is magical or inflicted by magical means, unless you choose otherwise. Any effects paired with damage are not resisted.
Divine Strike
At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Divine Rejection
At 17th level, you have built up even more barriers from divine and demonic forces. You now have immunity to radiant damage. Additionally, you are now immune to any non-damaging effects that a creature considered a "fiend" or "celestial" might inflict on you, unless you wish it to be inflicted, as long as the effect is magical or is inflicted by magical means. Any effects paired with damage are not resisted.
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I also wondered this, and thought it could be adjusted slightly to be either PB times per long rest, or by adding your WIS mod whenever you receive healing?
Another question, which has recently come up. For the channel divinity, at what point are you able to use the healing pool? I had interpreted it's intent as being to use the healing the same turn you use your channel divinity, as opposed to something like a paladins lay on hands which can be used at any point, but as my DM has pointed out, there's not anything actually outright declaring that. They also noted there is not actually an upper limit to how much healing can be stored in the healing pool, allowing someone to simply stockpile any amount of healing in the pool. So I'm here to ask what the intent was with the feature.
I really liked the backstory behind this and the Empty Soul ability seemed a little overpowered as a first level ability and could work a little better as a level six ability but all and all it was pretty nice except for two of the abilities Divine Rejection and Divine Resistance seemed a little underpowered and circumstantial.
Empty Soul
At 1st level, your soul feels empty, and it craves any kind of healing. Whenever you are healed, you are healed for the maximum amount of hit points possible from the source of healing.
Lvl 1 feature is OP. You are basically a walking feywild, and every tank will just dip cleric to get this. Good build of it in general though, and I love the creativity!
someone please make a dhar mann domain
I really like how well this meshes with the iconoclast divine gift from Theros. And the subclass is for a class that uses wisdom, as does iconoclast!
Laughs in leonin
This is a very good subclass in the way that it is balanced, playable, and is a unique twist to the Cleric class. Everything is understandable (after carefully reading through it), and of course everyone is glad for the proper grammar. Overall, a really, really outstanding job bringing a D&D idea to life in a balanced way! I personally love the Cleric class (it has lots of roleplaying opportunity and is powerful if played correctly) and would absolutely love to play this or see it played! Well done. :)
This class is situational and good, though I can see problems with it at a higher level since none of it's perks scale. You did a good job with the in game terminology. (I personally hate it when people just write amazing ideas without any structure, thus making the class unplayable.) I wish the Channel Divinity: Healing Pool's poison damage added your Wisdom modifier. Just would have given it that little push to make it powerful instead of merely useful without making it overpowered. Please, keep making more if you are still there!
I love the flavor of this and think it has some really great potential. However, there are a couple of things I think need to be addressed.
The major downside I can see to this class is the channel divinity at higher levels. Too many creatures in the monster manual are resistant or outright immune to poison damage making that feature useless. Which is ironic considering that's when the ability would reach its maximum effectiveness. It might be better to choose necrotic damage (to go along with the withering effect your channel divinity seems to have on others), but even that seems rather lackluster at later levels with resistances. Still that would be more effective than poison damage. I also think having the damage die size/amount scale as you gain levels might be a design choice to consider.
The resistance/immunity to radiant damage is kind of an odd choice. As a cleric who has been forsaken by their god, shouldn't radiant damage hurt you more? Why not just give the cleric the ability to choose a damage type from a list? The benefit of making it a choice is that the cleric could pick something that they aren't currently resistant to and gives them flexibility to choose a damage associated with a type of extraplanar creature. For example, it could be similar to how Favored Enemy works where you learn a language associated with your foes. You could become resistant to a damage type from a type of creature. Like...you could pick Mindflayers and gain resistance to psychic damage. Or pick the Slaad and gain resistance to poison or necrotic...or maybe disease?
I can’t get enough of this home brew. Please keep making more!
i love this. my next campaign, i will be using this. ty for your genius artistry!
godammit thats edgy
Okay, thank you. I just wanted to help clarify things as much as possible for my DM :)
Hm, very fair question given how I worded it. By "the maximum amount possible," I intended that to be meant for die rolls. So, if you used cure wounds on yourself or if someone used it on you, instead of rolling 1d8+3 to determine how much you were healed, you would just heal for 8+3, so 11. So, no, if the source of healing is a definite number like in healing pool or from lay on hands, you do not completely use up that source if you or the person who controls the healing does not want you to.
A friend of mine posed the question of, if when healing yourself with healing pool, would empty soul cause you to take the maximum amount from it, essentially always emptying your heal pool if it is used on yourself?
Very cool! I like how open-ended it is. Two clerics of the same domain could have completely different domain spells. I also think that this domain is really good for fiend/celestial related campaigns.
Yeah, I can see why now. Poison works, I was just wondering about your reasons. Nice subclass friend;)
I decided on poison damage because I felt that mechanically it was the opposite of radiant damage- consistently ineffective against both fiends and undead, in addition to a fair amount of creatures. If your DM approves it, though, you can absolutely use force damage, although I'd recommend necrotic instead if you feel poison isn't doing it for you.
Thanks for this subclass! It has a really cool flavour and, I think , works mechanically (Haven't tried it -yet. Want to:) ). Keep making more please!
I am wondering, however, about the channel divinity option. Why poison damage? I mean sure, I guess if you are spiteful towards the deity that abandoned you, then poison would be the go to lol. But otherwise, if these clerics are like sponges, absorbing magic to refill their 'empty reservoir', why not force damage?