Base Class: Cleric
Disclaimer: This is a non final version of the Battle Domain from Solasta: Crown of the Magister. The Features listed may change, and some may differ between tabletop version (Solasta Campaign Rulebook) and video game (Solasta: Crown of the Magister) due to balancing issues.
Almost all the clerics of Einar embrace this domain. As the heirs to the Tirmarian Inquisition, they are warriors of justice. This is true for all three clerical orders within the Church of Einar: the Order of the Blade, the Order of the Shield, and the Order of the Beacon.
Einar’s clerics train with all kinds of weapons, and are usually impressive combatants. They can hold their own against seasoned warriors under most circumstances. Senior clerics of Einar can attack with almost blinding speed. Among their other powers are the abilities to boost their health temporarily before entering battle, and to channel the power of Einar into a decisive strike that deals enormous damage and often leaves their enemy stunned for a time.
Battle clerics of Einar can also lend their might and faith to nearby allies while in combat, making them valuable allies in close-quarter battles.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons.
Battle Domain Spells
At each indicated cleric level, you add the listed spells to your prepared spells. Once you gain a domain spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level | Battle Domain Spells |
---|---|
1st | Magic Missile, Shield of Faith |
3rd | Acid Arrow, Flaming Sphere |
5th | Haste, Fireball |
7th | Resilient Sphere, Phantasmal Killer |
9th | Hold Monster, Insect Plague |
Divine Fortitude
At 1st level, you can channel your deity's power to become more fit for battle. As an Action, you gain 3 Temporary Hit Points per Cleric level. Remaining Temporary Hit Points are removed when you take a short or long rest. You can use Divine Fortitude once per Long Rest.
Channel Divinity: Decisive Strike
Starting at 2nd level, you can use Channel Divinity to deal a decisive blow to your enemies.
When you hit an opponent with a melee or ranged weapon attack, you can spend a Channel Divinity to deal an additional 1d6 damage. The damage type is the same type as the weapon used. The opponent must make a Constitution Saving Throw (Spell Save DC) or become stunned for up to 1 minute. At the end of each of its turns, the target can make another Constitution Saving Throw to end the effect of Decisive Strike.
Decisive Strike's damage is increased by 1d6 every 3 levels above level 2.
Herald of Battle
At 6th level, any allied creature within 5 feet of you gains +1 on attack rolls, damage rolls, AC and saving throws as long as you are not incapacitated.
Zealot of Battle
Starting at 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Godly Might
At 17th level, you strike with the power of your deity. The damage dealt by your weapon always uses the maximum die value, even on a critical hit.
Note: Additional damage due to powers (i.e. Decisive Strike) or spells (i.e. Branding Smite) is not affected, but additional damage from the weapon itself (i.e. Flame Tongue) is. Godly Might also works with Natural Weapons (i.e. Unarmed Strikes).
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/18/2019 2:32:43 PM
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v1.5
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10/22/2019 9:34:44 AM
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NoImage
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Coming Soon
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10/23/2019 4:00:03 PM
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200
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25
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Kickstarter Demo
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Coming Soon
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Love it, war domain was always weak to me. Glad someone went full Mad Lad and added the Solasta Battle domain into the database.
Hi,
nice comment!
I had a similar reaction initially, and I still agree that the class may be tad overpowered.
However I did some calculations and things may be not as broken as they seem:
- Godly might applies only to weapon damage, which is usually in the d6-d10 range. For a d6 striking at maximum damage is just a +2.5 point on average (6-3.5), for a d8 it's +3.5 (8-4.5), for a d10 it's +4.5 (10-5.5). Overall, it is on the same scale as adding an extra attribute bonus to the damage roll, which other classes get earlier. Taking into account a standard crit chance (1/20), the bonus becomes +2.625 (i.e. 2.5 * (1+1/20)) for a d6 weapon, +3.675 for a d8, 4.725 for a d10: still not so much overall. Once you taken into account additional sources of damage attached to the weapons (like Flame Tongue) things may run out of control, depending on how many dices those effects add.
- I agree about the stun duration, but scaling as a cantrip would probably be too little. After all, you spend one Channel Divinity usage on Decisive Strike, while cantrips (e.g. Booming Blade) can be cast an unlimited number of times.
Feel free to contradict me if I am wrong on something!
Overall, it seems like a nice cleric domain but there need to be some tweeks to make it not so overpowered.
First, the Channel Divinity. The stun is fine but it lasts way too long. Change the duration to "until the end of the cleric's next turn" and it will feel a lot less broken. Also, I would say that the damage should only scale once rather than every 3 levels or at the very max, make it scale like a cantrip (5th, 11th, and 17th levels).
I would switch the Herlad of Battle and Zealot of Battle around in terms of when to get them (Herald at level 8 and Zealot at level 6).
Now... Godly Might is flat-out broken stating to always use the maximum damage. I would recommend instead having a minimum amount of damage done per turn, specifically half damage. For example, if you roll a 2 on a d10, you treat the 2 like a 5 since it's half that die's damage.
I hope these suggestions help!