Author Topic: Cleric  (Read 2605 times)

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Cleric
« on: September 06, 2014, 02:07:55 PM »
There are two changes to the clerics.  The first is that not every cleric has turn undead.  Some deities grant a different power.  This is the same for us as in 3.5.  The other change is that clerics in 5th edition only get one domain, and is granted multiple powers from that domain.  I am changing it to two domains, and down powering the domains compared to the ones given for 5th edition.

Thoughts?
The hand that rolls the Dice rules the world.

Offline Terrorshard

  • Full Member
  • ***
  • Posts: 157
    • View Profile
Re: Cleric
« Reply #1 on: September 08, 2014, 02:31:34 PM »
I don't see a problem with that but 1 powerful domain does make it a bit simpler than 2 lower end domains.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: Cleric
« Reply #2 on: September 08, 2014, 02:45:37 PM »
How about two domains of normal power, but you get to pick which abilities you want to take. 
The hand that rolls the Dice rules the world.

Offline Terrorshard

  • Full Member
  • ***
  • Posts: 157
    • View Profile
Re: Cleric
« Reply #3 on: September 09, 2014, 11:17:29 AM »
As in decide at the moment and it is that permanently?

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: Cleric
« Reply #4 on: September 09, 2014, 11:29:16 AM »
You get domains A and B.  Each domain has powers 1 through 5.  As you gets levels in cleric, you get domain powers.  Normally you just get a power for you one domain.  Now, when you get a power, you get to choose which one and keep that one forever.

So you could go A1, B2, B3, B4, A5...or all A's or all B's, or any combination.

The hand that rolls the Dice rules the world.

Offline Terrorshard

  • Full Member
  • ***
  • Posts: 157
    • View Profile
Re: Cleric
« Reply #5 on: September 09, 2014, 02:14:41 PM »
You get domains A and B.  Each domain has powers 1 through 5.  As you gets levels in cleric, you get domain powers.  Normally you just get a power for you one domain.  Now, when you get a power, you get to choose which one and keep that one forever.

So you could go A1, B2, B3, B4, A5...or all A's or all B's, or any combination.

I'd be fine with that. 

Offline Malchia

  • Hero Member
  • *****
  • Posts: 2050
    • View Profile
Re: Cleric
« Reply #6 on: September 09, 2014, 02:49:59 PM »

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: Cleric
« Reply #7 on: September 17, 2014, 01:51:28 PM »
Air Domain

Air Domain Spells
Cleric Level   Spell
1st   Feather Fall
3rd   Gust of Wind
5th   Wind Wall
7th   Conjure Minor Elementals
9th   Conjure Elemental

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in Arcana skill checks that apply to Air spells, magic items, or the Elemental Plane of air.  If you already have proficiency in Arcane, your bonus is doubled for those areas of knowledge.

Levitation
Also at 1st level, you can levitate at will using the air currents around you to keep you aloft.  You may use a bonus action in any round to begin this effect and move up to 20 feet.  Once in the air, you may use a bonus action to ascend or descend up to 50 feet.  You can only use this ability on yourself and up to 200 pounds or additional weight.

Channel Divinity: Destroy Earth
At 2nd level, you can use your Channel Divinity to destroy creature of elemental earth in the same way you use Turn Undead to destroy undead creatures.

Master of Elements
At 6th level, your ability to communication and connect with the elemental plane of air is such that if you conjure and elemental you do not need to maintain concentration on it.  The spell lasts to its normal maximum duration or until you dismiss the elemental.

Divine Strike
At 8th 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 1d8 lightning or cold damage to the target.  When you reach 14th level, the extra damage increases to 2d8.

Flight
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
The hand that rolls the Dice rules the world.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: Cleric
« Reply #8 on: September 17, 2014, 02:20:42 PM »
Vision Domain

Vision Domain Spells
Cleric Level   Spell
1st   Guiding Bolt
3rd   See Invisibility
5th   Conjure Barrage
7th   Arcane Eye
9th   Conjure Volley

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency all ranged weapons as well as the Perception skill check.  If you already have proficiency in Perception, then the bonus you receive for those checks involving vision doubles.

See in the Dark
Also at 1st level, you gain dark vision.  If you already have dark vision, the range of that vision is doubled.

Channel Divinity: Hit Anything You See
At 2nd level, you can use your Channel Divinity to take a ranged shot with no range penalties.  In addition, you may add you Perception skill check for vision bonus to your attack roll.

Indestructible Eye
At 6th level, your greatest asset is protected by the power of your deity.  You are immune to any magical effect that would blind you or hinder your vision.  This does not allow you to see through walls, or fog, or prevent your eyes from being plucked out.

Divine Strike
At 8th level, you gain the ability to infuse your ranged strikes with divine energy.  Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.  When you reach 14th level, the extra damage increases to 2d8.

See All
At 17th level, you gain Truesight out to 60 feet.

The hand that rolls the Dice rules the world.