Author Topic: Cleric domains, etc.  (Read 192 times)

Offline Jatmaj

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Cleric domains, etc.
« on: October 23, 2024, 04:11:15 PM »
Feats

Domain Access:
Prerequisites: Sincere faith in a deity or principle related to the domain you choose.

Pick a cleric domain. You can treat the spells in that domain as being on your class spell list.
Add any one of those spells to your spellbook or list of spells known
You cast spells that you were able to learn due to Domain access in the same manner as normal spells for your class; if you are an arcane caster, they are arcane spells when you cast them.

If you have multiple spellcasting classes, choose one of them for this feat to apply to.

You can take this feat multiple times, but must pick a different domain each time.

Domain Power:
Prerequisites: Domain Access

Pick a cleric domain for which you've taken the Domain Access feat. You gain the granted power of that domain.
You can take this feat multiple times, but must pick a different domain each time.



Iconoclast domain:

Granted power: When you attack an object, you can ignore half of the object's total hardness (round down).

1) Protection from Good and Evil (as Protection from Evil, but also applies against Good): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2) Shatter: Sonic vibration damages objects or crystalline creatures.
3) Dispel Magic (affects divine magic only): Cancels spells and magical effects
4) Disobedience: Subject is shielded from mind control.
5) Wood Rot: Wooden object or plant takes severe damage.
6) Disintegrate: Makes one creature or object vanish.
7) Expunge the Supernatural:  Permanently eliminates a foe’s supernatural ability.
8) Earthquake: Intense tremor shakes 5-ft./level radius.
9) Disjunction: Dispels magic, disenchants magic items.



Healing Domain (alternate spell list)

1. Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds)
2. Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
3. Remove Disease: Cures all diseases affecting subject.
4. Panacea: Removes most afflictions.
5. Rejuvenating Cocoon: Energy cocoon shields creature, then heals it.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Restoration, Greater: As restoration, plus restores all levels and ability scores.
8. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
9. Heal, Mass: As heal, but with several subjects.
« Last Edit: October 23, 2024, 08:18:01 PM by Jatmaj »

Offline Stratovarius

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Re: Cleric domains, etc.
« Reply #1 on: October 23, 2024, 04:17:52 PM »
For spontaneous casters, how does this work? Are they automatically added to spells known or not?

Offline Jatmaj

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Re: Cleric domains, etc.
« Reply #2 on: October 23, 2024, 04:23:57 PM »
For spontaneous casters, how does this work? Are they automatically added to spells known or not?

Not. I think adding that many spells known might be too much for a feat.
Maybe it should let you add one to spells known if you're a spontaneous caster

Offline Draco Dei

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Re: Cleric domains, etc.
« Reply #3 on: October 23, 2024, 06:54:01 PM »
I have heard that different domains get different amounts of their power from the granted powers vs the spells. So, in theory, the order of these feats might need to be flipped for certain domains? I have no idea, I am just raising a possibility.
P.E.A.C.H. = Please Examine And Critique Honestly

Offline Jatmaj

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Re: Cleric domains, etc.
« Reply #4 on: October 23, 2024, 08:14:12 PM »
I have heard that different domains get different amounts of their power from the granted powers vs the spells. So, in theory, the order of these feats might need to be flipped for certain domains? I have no idea, I am just raising a possibility.

I think that's true, and also some domains are just not as powerful all in all, but I'm kind of okay with some domains being better suited to this feat chain than others, so long as most options are at least ok.

For spontaneous casters, how does this work? Are they automatically added to spells known or not?

Not. I think adding that many spells known might be too much for a feat.
Maybe it should let you add one to spells known if you're a spontaneous caster

Yeah, edited it to add one spell to spells known.
« Last Edit: October 23, 2024, 08:18:38 PM by Jatmaj »