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Saturday, December 6, 2014

Systemless RPG Dungeon Adventure Coming "Soon"

I have been working on a single level of a megadungeon for about a year or so now.  It took me quite some time to write up all of the room descriptions and then rewrite them... and rewrite them...  I give writers a lot of credit as it was a lot of work.  The adventure is under 40 pages long and this thing has been tough for me to finish.  Thankfully I have a lot of contacts from people that hang out on YouTube that have helped me in the final stages to complete it.

There are plans to put the adventure up on DriveThruRPG when it is all said and done though I have to figure all of that stuff out once the adventure is finished.  Currently my drawings are being colorized and a few of them were inspired from monsters in the AD&D 1st Edition Monster Manual.

The adventure has a bit of a dark tone and I think that is most likely because I have been reading a lot of Lamentations of the Flame Princess adventures over the last year or so.  Well, that and I have a sort of demented sense of humor and a knack for coming up with some bizarre and horrible ideas to include in my RPG sessions. 

Even though the adventure is systemless I refer to some common D&D mechanics like saving throws and ability scores.  It shouldn't be hard at all to run the adventure as is with an OSR retro-clone with some work by the GM. 

The adventure is going to be called The Lair of Murcanto Salmanocko: A Megadungeon Level.  Sure, it is a fairly long name but I like it.  I currently don't have any plans to write another adventure as this one took forever to draw the art for it, but who knows, maybe I will some day. 

A friend of mine is colorizing the images right now since I tend to be a black and white only sort of artist.  Phil's (Felipe1Gojira) YouTube channel is here:
https://www.youtube.com/user/felipe1gojira

Here is a sample of the work that he is currently doing with my images.  This is Murcanto's flesh golem. 


Andre Martinez is working on the layout, and he is the main reason that I have continued on with this project.  I really don't have a high enough Ambition Stat.  Thanks Andre for being my RPG cheerleader to get this finished.  Andre has worked on Within the Ring of Fire RPG and he used to be rather active on YouTube as well. Here is a link to the YouTube channel of the author of WtRoF and to where you can pick up a PDF of it.
https://www.youtube.com/user/woodwwad
http://rpg.drivethrustuff.com/product/118313/Within-the-Ring-of-Fire--Saga-Book

Matt over at AFistfulofDice edited the document and his YouTube channel can be found here:
https://www.youtube.com/user/afistfulofdice

I'll let you all know where to get the adventure when it gets completed.  Thanks.  -Tim

Friday, December 5, 2014

D&D 5E Pantheon with Sumerian Names

This is what happens when you try to name all of your fantasy gods with an actual language.  I tried to find a name that described what their Domains are.  In the end I decided to go with a name that only described one of the gods Domains.  

Pronunciation
A as in father
U as in pull
E as in peg
I as in hip
ñ is pronounced like ng in rang,
þ is pronounced like ch in German Bach or Scottish loch
and š is pronounced like sh in dash.

Itud [Moon]
(Domains: Air & Moon)

Buru [Harvest]
(Domains: Nature & Trickery)

Ganzer [Darkness]
(Domains: Death & Darkness)

Gúdibir [War]
(Domains: War & Animals)

Kìli [Stars]
(Domains: Fate & Stars)

Kuš [Destruction]
(Domains: Water & Destruction)

Izi [Fire]
(Domains: Fire & Plants)

Taltal [Knowledge]
(Domains: Earth & Knowledge)

Nam-Šub [Incantation]
(Domains: Magic & Travel)

Suñin [Rotten]
(Domains: Slime & Suffering)

Lirum [Physical Strength]
(Domains: Strength & Trade)

Tìla [Life]
(Domains: Life & Revenge)

U-þuš [Raging Storm]
(Domains: Tempest & Protection)

Zalag [Light]
(Domains: Light & Crafts)

Zaþ [Secrecy]
(Domains: Charm & Illusion)

Here are some links for my 5E Domains:

Random D&D 5E Pantheons
Homebrew D&D 5E Domains Part I
Homebrew D&D 5E Domains Part II
Homebrew D&D 5E Domains Part III

Here are some links to check out the Sumerian language:

http://www.sumerian.org/
http://psd.museum.upenn.edu/epsd/nepsd-frame.html


Monday, December 1, 2014

Keeping a Current House Rules / Rulings List

As a DM/GM in old school games, you have to come up with answers to questions from the players that aren't covered by the rules.  I think this is one of the strengths of using a rules-lite game such as Labyrinth Lord because you can craft the game to your liking very easily by adding on small layers of complexity as time goes on.  It just feels organic somehow to do this as a campaign progresses, like the game is slowly growing under your loving care.  It is like you are a gardener as you prune away rules and plant new ones.  

As a DM/GM I always want to be fair and consistent with the players.  So to make sure that happens, I always jot down the rulings I make as we play.  This way I can keep my own past rulings straight, and the players feel like they have a consistent and fair interaction with the rules and past precedents.  These rulings can also be called house rules if you like, and I think it is always important that your players know what house rules you have come up with for your games.  I always try to give my players a list of house rules before we even start playing, but some of them creep up after you start. 

So, if you are running a game out there, make sure to keep a list of what makes your game different when it concerns the rules, and your players will greatly appreciate you being organized and fair.  Also remember that the players should have some say on your house rules as well and a discussion with them at the start of a campaign about house rules can make sure that everyone is alright with them. 

Domain Spell Rituals with Many Casters

So for the Hill Canton's Domain PBEM Campaign that I played in, we were talking about the possibility of including powerful spells in the form of "Domain Rituals" that would affect an entire hex or hexes of a world map.  These would be similar in affect as the Domain/Realm spells of Birthright.  We were talking about how each Ritual would have various requirements of the number and level of the casters needed to cast the spell in question.  The world map we are currently using has 5 mile hexes.

I suggested that there would need to be a magic-user that would be the Focus Caster of the Ritual, and they would need to be of a higher level than the rest of those helping with it.  So the requirement for a certain Ritual might be that the Focus Caster must be of 5th level or higher.  In addition to the Focus Caster, there would need to be a required number of levels of helping casters, or Secondary Casters.  So perhaps a Ritual needing a 5th level magic-user might need a total of 10 levels of Secondary Casters.  So if you had four 2nd level magic-users, and two 1st level magic-users, then you would have a total of 10 levels of Secondary Casters.

We also thought about the possibility of a Ritual affecting additional adjacent hexes of the world map if there were enough Secondary Casters, or perhaps if the Focus Caster was of a level much higher than the required level for the Ritual.  The question comes down to the required extra levels that would be needed.  It also depends on how powerful you think that a bunch of clerics or magic-users should be in a setting.

If the setting is high magic, maybe the requirements would be less to affect adjacent hexes, and if the setting is low magic, maybe Rituals that affect adjacent hexes would not even be possible.  I think it comes down to the GM and what they would like out of the rules.  I'm guessing that the goal should be to come up with rules for those mid fantasy settings, and GMs can modify the requirements as they see fit.

I was trying to think of a quick formula to figure out the costs to affect those adjacent hexes from where the Ritual actually took place.  I wanted something simple, so here is my first stab at it.  I also wanted to either have a powerful Focus Caster be able to do this, and/or to have a bunch of Secondary Casters in addition to the normal requirements to affect those adjacent hexes.  So here goes:

1) If the Focus Caster needs to be of X level to cast the Ritual, then for every +1/2 X additional levels the magic-user has (rounded down) the Ritual can affect an additional adjacent hex.

2) If the Secondary Casters need to have a total of Y levels to cast the Ritual, then for every +1/2 Y additional levels of Secondary Casters the Ritual can affect an additional adjacent hex.

So using the above suggestion let's make up an example Ritual to show how I think this could work.

Ritual: Harvest Boon

Focus Caster Requirement: 5th Level
Secondary Casters Requirement: 10 Levels of Secondary Casters

"This Ritual decreases the growing time of planted vegetables in your hex by half.  This would allow a hex to have two harvests in one growing period, thereby doubling the work, and doubling the yield."

Let's say that your Focus Caster is of 7th Level, and that you have 10 total levels of Secondary Casters.  Using the above formula, you could affect the hex where the Ritual took place, and one extra hex (because you have a Focus Caster with 2 extra levels than are needed (5 divided by 2 rounded down).

Let's say that your Focus Caster is of 5th Level, and that you have 15 total levels of Secondary Casters.  Using the above formula, you could affect the hex where the Ritual took place, and one extra hex (because you have 1 1/2 the needed total levels of Secondary Casters).

The nice thing about that, is that you can have both a high level Focus Caster, and extra Secondary Casters and use both to affect more and more adjacent hexes.  Once all of the adjacent hexes have been affected by a spell, then you can go out to the next ring of adjacent hexes.  This probably would only happen for very large conclaves of magic-users or clerics however.

I think this format could be used for Divine Rituals, as well as Arcane Rituals, as I can see both working out well.  I'm not sure what the differences would be between the Divine and Arcane Rituals and their effects, but I'm sure there would be some overlap in areas.

In addition to the above, I was also thinking that other things could help out these types of far reaching Rituals.  Perhaps the following could be boons to casting bigger and badder rituals:

1) The stars are right.
2) Sacrifices (animal or humanoid)
3) Burning Spell Slots of the magic-users or clerics involved in the spell.  So they would essentially exhaust themselves of every spell slot they had for the day.  I'm guessing there would be some formula to give extra levels to either the Focus Caster, or Secondary Casters.  This might be a bad idea though.
4) Lay worshipers and lay cultists could help out, but there would need to be many of them to do so.  These worshipers/cultists would be chanting, singing hymns, dancing, smoking things, etc.
5) Alignment of the moon(s) in the night sky, or the position of the sun(s).
6) Using magically oriented crystals, or minerals that are particular to your setting.  Magic rocks can help in the casting perhaps by multiplying, or adding to the total number of casters, or the level of the Focus Caster.
7) Sacrificing powerful magic-users or clerics themselves might have a powerful effect, but with a heavy price...  The Terry Goodkind Sword of Truth series had a lot of magic items and powerful spell effects created by the loss of life of powerful magic-users, so why not here?  Perhaps every level that the sacrificed caster had would translate into twice the amount?  This might be too dark for some campaigns.
8) Summoned extra planar creatures could perhaps be conjured forth to aid in the spell casting, but with a lot of risks to those performing the ritual.  Perhaps there would be a % chance of the Ritual going awry, and perhaps performing a curse instead of a boost to what they were attempting to accomplish.

That's all I can think of right now.

The Hill Canton blog can be found here:
http://hillcantons.blogspot.com/

Elf & Magic-User Sumerian Spell Names / Command Words for Labyrinth Lord


I posted this over on the LL forum, but I figured it would be good to post the full list here.  Some of the translations of words are pretty weak, but I did the best I could with the available Sumerian words.  I think the worst translation was Reverse Gravity (because Sumerians didn't have a word for gravity).  If I couldn't find the word, I tried to boil down what the effects of the spell were, and go from there typing in words till something popped up.  I used the link to find all of these words:  http://psd.museum.upenn.edu/epsd/nepsd-frame.html



1st Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Charm Person "Namhili Umia"
Detect Magic "Hulu Emegar"
Floating Disk "Dirig Gur"
Hold Portal "Du Daggan"
Light "Geshnu"
Magic Missile "Emegar Gagsisa"
Protection From Evil "Shudul Hulgal"
Read Languages "Gu De Eme"
Read Magic "Gu De Emegar"
Shield "Duksium"
Sleep "Usag"
Ventriloquism "Zulun"

2nd Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Arcane Lock "Emegar Za"
Continual Light "Duri Geshnu"
Detect Evil "Hulu Tuku"
Detect Invisibile "Hulu Nu Igi Duh"
ESP "Ningdirig Shu Gid"
Invisibility "Nu Igi Duh"
Knock "Gal Taka"
Levitate "Dirig"
Locate Object "Hulu Barutum"
Mirror Image "Zarbarshu Mete"
Phantasmal Force "Gidim Gu"
Web "Ash Ningdu"

3rd Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Clairvoyance "Mushma Igi Bar"
Dispel Magic "Hash Emegar"
Fireball "Izi Ellag"
Fly "Barash"
Haste "Kusham Tag"
Hold Person "Du Umia"
Infravision "Mashgik"
Invisibility 10' Radius "Nu Igi Duh Eshe"
Lightning Bolt "Saggul"
Protection From Evil 10' Radius "Shudul Hulgal Eshe"
Protection From Normal Missles "Shudul Gagsisa"
Water Breathing "Asura Pag"

4th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Magic Eye "Emegar Igi"
Charm Monster "Namhili Mushhush"
Confusion "Suh"
Dimension Door "Anshag Daggan"
Hallucinatory Terrain "Kur Kalam"
Massmorph "Mah Giri Kur"
Plant Growth "Abushu Dubul"
Polymorph Others "Giri Kur Balare"
Polymorph Self "Giri Kur Ni"
Remove Curse "Hash Ash"
Wall of Fire "Egar Izi"
Wall of Ice "Egar Halba"

5th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Animate Dead "Zi Shag Gal Dugdugurhi"
Cloudkill "Dungu Gaz"
Conjure Elemental "Dim Lahama"
Contact Other Plane "Di Anshag"
Feeblemind "Huba Sag"
Hold Monster "Du Mushhush"
Magic Jar "Emegar Tigul"
Passwall "Dib Egar"
Telekinesis "Sa Sag"
Teleport "Emegar Zid"
Transmute Rock to Mud "Shu Bala Na Luhum"
Wall of Stone "Egar Na"

6th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Anti-Magic Shell "Nu Emegar Murguba"
Control Weather "Ku Gal An"
Death Spell "Dugdugurhi En"
Disintergrate "Sugzag Gu"
Geas "Gasham Duga"
Invisible Stalker "Nu Igi Duh Gissu"
Lower Water "Kita Asura"
Move Earth "Sa Lag"
Part Water "Na Deg Asura"
Project Image "Sig Mete"
Reincarnation "Kunu Sug"
Stone to Flesh "Na Ushmeda"

7th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Grasping Hand "Tab Silig"
Delayed Blast Fireball "Giri Gub Tab Izi Ellag"
Instant Summons "Inesh Dim"
Duo-Dimension "Min Anshag"
Limited Wish "Kisher Kurku"
Mass Invisibility "Mah Nu Igi Duh"
Magic Sword "Emegar Ugur"
Phase Door "Alad Daggan"
Power Word Stun "A Shum En Udi"
Reverse Gravity "Balare Shu Dub"
Simulacrum "De Uludin"
Statue "Alan"

8th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Antipathy/Sympathy "Umul Kunu" / "Umul Kar"
Clenched Fist "Mir Geshba"
Clone "Gabari"
Glass Like Steel "Anzah Kugan"
Incendiary Cloud "Manu Dungu"
Irresistible Dance "Gu Gud"
Mass Charm "Mah Namhili"
Maze "Dih Dus"
Mind Blank "Sag Nunignam"
Polymorph Any Object "Giri Kur Ningnam"
Symbol "Zib"
Trap The Soul "Ellagdu Shedu"

9th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Crushing Hand "Gum Silig"
Imprisonment "Egal"
Meteor Storm "An Amargu Ud"
Power Word Kill "A Shum En Gaz"
Prismatic Sphere "Bara Ni Karkar"
Shape Change "Egar Shu Bala"
Temporal Stasis "A'udtegiba Nu Sa"
Time Stop "A'udtegiba Gala Dag"
Wish "Kurku"

Friday, October 24, 2014

Random D&D 5E Pantheons

I have made several pantheons of gods before but I wanted to do something a bit different for 5th Edition.  I still think the idea of a god only having one or two domains seems strange but in trying to stay close to 5E's way of doing things that is what I am going to stick to.  I wanted to come up first with a bunch of domains (which you can see on my YouTube channel and on this blog) and then I rolled them up randomly so that each god had 2 domains.  I like the results.

Tim's Random Pantheon Generator

Roll a D30 twice for each deity. Once you select a domain scratch it off the list. If you roll that result again pick the closest available domain above or below it or pick between the two closest results.

1) Air 16) Moon
2) Animals 17) Nature
3) Charm / Enchantment 18) Plants
4) Crafts 19) Protection
5) Darkness 20) Revenge
6) Death 21) Slime
7) Destruction 22) Stars
8) Earth 23) Strength
9) Fate 24) Suffering
10) Fire 25) Tempest
11) Illusions 26) Trade
12) Knowledge 27) Travel
13) Life 28) Trickery
14) Light 29) War
15) Magic 30) Water



Here are my results as an example.

9, 22 - Fate, Stars
29, 2 - War, Animals
17, 28 - Nature, Trickery
14, 4 - Light, Crafts
13, 20 - Life, Revenge
*17*(18), 10 - Plants, Fire
8, *13*(12) - Earth, Knowledge
26, 23 - Trade, Strength
*23*(24), *22*(21) - Suffering, Slime
5, *5*(6) - Darkness, Death
*8*(7), *29*(30) - Destruction, Water
*8*(11), *8*(3) - Illusions, Charm / Enchantment
*22*(19), *22*(25)  Protection, Tempest
16, *2*(1) - Moon, Air
Last 2 Domains - Magic, Travel

*#* Result was already taken.
(#) Closest result or choice if tied.


I put up a quick video here talking about this idea and about the beginnings of the new pantheon that I'm still working on.  https://www.youtube.com/watch?v=3ba2VyLYWaM




Thursday, October 23, 2014

Cleric Domains for 5th Edition Dungeons & Dragons (Part 3 of 3)

These are the last of my 5th Edition D&D Cleric Domains.  I hope that you can modify and use them in your own campaigns.  You can find videos for everyone one of my homebrewed domains at the following link.  Also PDF links are listed for each Domain.  Have a good one.



Cleric Animals Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Animal Friendship
Speak with Animals
3rd
Animal Messenger
Locate Animals or Plants (Animals only)
5th
Beast Sense
Conjure Animals
7th
Dominate Beast
Locate Creature
9th
Awaken (Animals only)
Hold Monster


1st Level – You gain a proficiency with Animal Handling and Stealth. When you are riding an animal or trying to calm it down you have advantage.

2nd Level – Channel Divinity: Charm Animals. This is the same as the Nature Domain ability but you can only use it with animals and not plants).

6th Level – Scent. You can use your heightened sense of smell on Perception and Survival skill checks. When you do so you gain advantage.

8th Level – Natural Attacks. You can either gain a bite or claw attack. If you choose bite you have retractable sharp teeth that come out when you need them. If you choose claws they are also retractable. These natural weapons deal 1D10 piercing or slashing damage. At 14th level they deal 2D10 damage instead.

17th Level – Beast Am I. You can change into a non-flying creature of challenge rating 3 or lower. This is similar to the Wizard Transmutation ability called Shapechanger.



Cleric Charm Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Charm Person
Command
3rd
Enthrall
Suggestion
5th
Calm Emotions
Compulsion
7th
Confusion
Dominate Beast
9th
Dominate Person
Geas


1st Level – Bonus Cantrip. You gain the Friends cantrip.

1st Level – You gain proficiency with Deception and Persuasion.

2nd Level – Channel Divinity: Remove Enchantment. Lay your hands on a creature that has an Enchantment spell or spell-like ability on it, and the creature gains advantage on another saving throw to break free of its effects.

6th Level – Moth to the Flame. Once per Long Rest you can give a creature that is the target of one of your Enchantment spells disadvantage on the saving throw to resist it.

8th Level – Drenched with Guilt. Once per Long Rest when a creature injures you with an attack and they fail a Wisdom saving throw they are filled with a horrible sense of guilt for hurting you. At 14th level this ability can be used twice per Long Rest.

17th Level – Charming to the Last. The durations of your Enchantment spells are increased. The duration increases by your Cleric level. The unit that it increases depends on the spell's description. If it lists rounds then that is the unit that you would use, and the same goes if it lists days, hours, weeks, minutes, etc. For example Geas' description mentions a duration of 30 days, so if you were a 17th level Cleric when you cast that spell it would last for 47 days instead.



Cleric Crafts Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Identify
Unseen Servant
3rd
Heat Metal
Locate Object
5th
Nondetection
Protection from Elements
7th
Leomund's Secret Chest
Stoneshape
9th
Animate Objects
Creation


1st Level – Blessings of the Maker. Mending Cantrip and proficiency with Artisan's Tools.

1st Level – You are proficient with Martial Weapons and Heavy Armor.

2nd Level – Channel Divinity: Weapon Hurling. Mauls & Warhammers can be used as a range weapon. Their range is 20/60. Light Hammers can be thrown for twice the distance listed in the PHB.

6th Level – Summon Weapon or Tools. You can summon a Light Hammer, or Maul, or Warhammer, or a set of Artisan's Tools from the plane of your deity. You can do this a number of times per day equal to your Wisdom modifier or at least once per day. This is a finely crafted “masterwork” item that will last until you stop using it and then it will fade and return to its plane of origin.

8th Level – Soulforged Item. You can put a bit of yourself into an item that you craft to give it certain powers that you and only you can benefit from. Normally this is done by mixing a bit of your blood in the process of making the item thereby making it forever yours. The normal rules apply for crafting an item during downtime. Permanently reduce a stat by 1 point to give a set of Artisan's Tools advantage on all rolls with them. If you permanently reduce a stat by 2 points you can craft armor or a weapon that have a +1 bonus and anyone else that touches that item will be the target of a Bestow Curse spell as if you cast it. At 14th level crafted Artisan's Tools no longer require a stat sacrifice to gain advantage with them. For Armor and Weapons you give them a +2 bonus for only 1 sacrificed point of a stat.

17th Level – Obey Thy Master. You are immune to cursed aspects of an item and you can gain whatever normal or magical beneficial ability that they posses without any risk of harm or injury. The item still possesses its curse but it will never affect you. Any intelligent items also pose no threat to use them as you bend them to your indomitable will.


 
Cleric Darkness Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Darkvision (2nd Level spell)
Sleep
3rd
Blindness / Deafness
Darkness
5th
Blinding Smite*
Fear
7th
Confusion
Locate Creature
9th
Dispel Evil & Good
Evard's Black Tentacles

*No light in the spell's description, Radiant = Necrotic, Their eyes turn black.


1st Level – Bonus Cantrip. Eldritch Blast.

1st Level – You gain a proficiency with Perception and Stealth.

2nd Level – Channel Divinity: Snuff Out the Light. You can extinguish one light source per Cleric level. If the light source is magical you roll 1D20 and either the GM or if it is a player character's light source the player then rolls a 2nd D20. If you roll higher the light source goes out, and if they roll higher the light source remains lit. If there is a tie, the tie goes to the light source staying lit. In other words light has a slight edge.

6th Level – Channel Divinity: Darkness. You can cast the Darkness spell or the Darkvision spell without using up a Spell Slot. The duration of this ability is 1 minute.

8th Level – Divine Strike but Radiant gets changed to Necrotic Damage.

17th Level – Creature of Darkness. This is the same as the Wizard Transmutation Shapechanger ability found on page 119 but you can only turn into nocturnal creatures of challenge rating 3 or lower.



Cleric Destruction Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Thunderous Smite
Wrathful Smite
3rd
Branding Smite
Knock
5th
Blinding Smite
Vampiric Touch
7th
Giant Insect
Staggering Smite
9th
Destructive Smite
Insect Plague


1st Level – Bonus Cantrip. You gain the Acid Splash cantrip.

1st Level – You gain a proficiency with all martial weapons.

2nd Level – Channel Divinity: Smite of Doom. When you successfully hit with a smite it deals maximum damage. This lasts for 1 minute.

6th Level – Channel Divinity: Make it Hurt. When you successfully hit with a melee attack it deals maximum damage. This lasts for 1 minute.

8th Level – Divine Strike, the same as the Life Domain.

17th Level – Drink My Pain. Whenever you take damage from any source you can funnel that pain to any target within 60 feet of you. If they fail a Constitution saving throw they take an equal amount of damage. If they make a successful saving throw they only take half of that damage.




Cleric Fate Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Detect Evil & Good
Detect Poison & Disease
3rd
Augury
Zone of Truth
5th
Clairvoyance
Tongues
7th
Divination
Locate Creature
9th
Commune
Legend Lore


1st Level – Bonus Cantrip. Guidance.

1st Level – You gain a proficiency with one Saving Throw of your choice.

2nd Level – Channel Divinity: Change Fate. Choose a creature within 30 feet of you that just rolled a D20. That creature if it fails an intelligence saving throw must re-roll it and take the next roll's result. If the target is wiling no saving throw is needed.

6th Level – Channel Divinity: Nudge Fate. Roll 1D6 and add or subtract the result to or from any dice roll. This could be added to damage, or to an attack, or to a saving throw, etc.

8th Level – Avert Tragedy. Once per Long Rest you can make a successful attack miss. Note that making a critical damage result miss would be more beneficial than making a normal hit miss. At 14th level you can have a spell or attack miss once per Long Rest.

17th Level – Hand of Fate. You can change any die roll into the highest or lowest possible result. You can do this a number of times per day equal to your Wisdom Bonus.





Cleric Plants Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Entangle
Goodberry
3rd
Barkskin
Locate Animals or Plants
5th
Plant Growth
Speak with Plants
7th
Blight
Grasping Vine
9th
Awaken (Plants only)
Tree Stride


1st Level – Bonus Cantrip. You can choose either Thorn Whip or Shillelagh.

1st Level – You gain a proficiency with Nature & Survival.

2nd Level – Channel Divinity: Charm Plants. This is the same as the Nature Domain ability but you can only use it with plants and not animals).

6th Level – Bask in the Sun. If you have access to drinking water and you are out in the sunlight for at least 2 hours you do not need to eat any food that day. Your skin begins to take on a slightly green hue.

8th Level – Natural Resource. Your body starts to produce plant-like products. This could be fruit, nuts, seeds, edible or smoke-able leaves, edible blossoms or flowers, etc. (this is your choice). You produce an amount of food servings equal to half of your Cleric level rounded down. So for example at 8th level you can feed up to 4 people per day. If you instead choose to produce a trad-able or sell-able resource it will be worth roughly 5 silver pieces per unit. You produce a number of units of these goods at the same rate as the food or half of your Cleric level.

17th Level – Hidden Flesh. As an action you can begin the process of turning into a tree, bush, hedge, or any other similar plant. Your new form can be up to 3 times taller than your normal form. You half to have touched a plant in the past to be able to turn into it. Also you can move in this form but at only half of your movement rate and it is awkward. 



Cleric Revenge Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Bane
Wrathful Smite
3rd
Hold Person
Zone of Truth
5th
Speak with Dead
Tongues
7th
Locate Creature
Staggering Smite
9th
Bigby's Hand
Hold Monster


1st Level – Hatred For Thee. Name a unique NPC or creature (not a type of creature). When dealing with that NPC or Creature you gain advantage on all rolls. You can't change the target of this ability unless they die.

1st Level – I Shall Find You. Pick two of the three skills to gain Proficiency with: Athletics, Intimidation, or Survival.

2nd Level – Channel Divinity: Vengeance Is Mine. If you or one of your allies were just injured in combat use this ability to target a number of foes equal to your Wisdom modifier. When you hit them you deal maximum damage for 1 minute.

6th Level – Channel Divinity: You Shalt Not Flee. If you or one of your allies were just injured in combat use this ability to target a number of foes equal to your Wisdom modifier. They get no Dexterity Bonus to their AC, and their movement rate is halved unless they make a Dexterity saving throw.

8th Level – Dark Hatred. The target of your Hatred For Thee ability suffers disadvantage on all saving throws against your spells & effects.

17th Level – I Desire Nothing Else. You can take the guise of the target of your Hatred For Thee ability at will (like a Cantrip). This is only an illusionary spell-like effect. Also once per Long Rest you can teleport without error you and 10 other creatures to the location of your Hatred For Thee enemy.



Cleric Stars Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Faerie Fire
Sleep
3rd
Darkvision
Suggestion
5th
Dispel Magic
Remove Curse
7th
Conjure Woodland Beings
Dimension Door
9th
Dream
Reincarnate


1st Level – Bonus Cantrip. You gain the Light cantrip.

1st Level – Skills of the Night. You can choose two of the following skills: Arcana, Deception, Insight, or Stealth.

2nd Level – Channel Divinity: Inspiration of the Stars. If you touch someone during the night they gain advantage on all non-combat skill rolls for 1 minute. They also get 1 Inspiration.

6th Level – Gain the Ritual Caster Feat from the PHB.

8th Level – Gain the Keen Mind Feat from the PHB.

17th Level – Unleash the Fire of the Stars. A number of times per day equal to your Wisdom modifier you can cast the spell Starfire which is found below.

Starfire
5th Level Evocation
Casting Time: 1 action
Range: 120 feet
Components: S, M (a crystal filled with phosphorescent material that has absorbed the light of the stars)
Duration: 1 minute

You summon forth the flames of the stars and it emanates from your eyes as a ray and it shoots forth to a target of your choice, bathing it and the area around it in colorful flames. The flames will burn on any surface and will catch any surface on fire. The area of effect of the spell is the target creature and a 10 feet radius around them. The spell deals 4D12 damage per round for 1 minute. Items that are normally flammable will continue to burn after the spell's duration. All those in the area of effect will have have to make a Dexterity saving throw to take half damage. The target creature of the spell gets disadvantage on the saving throw the first round.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage increases by 1D12 for each slot above 5th level.

Phil aka Felipe1Gojira on YouTube gave me the idea for Starfire.




Cleric Strength Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Compelled Duel
Jump
3rd
Enhance Ability (Strength or Constitution)
Enlarge / Reduce
5th
Haste
Slow
7th
Deathward
Freedom of Movement
9th
Banishing Smite
Bigby's Hand


1st Level – Athlete Feat from the PHB.

1st Level – You gain a proficiency with Athletics and with Strength Saving Throws.

2nd Level – Channel Divinity: Feat of Strength. You can add your Cleric level as a bonus to any dice roll to attempt to lift, push, pull, bend metal, or throw a heavy object. It is up to the GM as to when this ability can be used.

6th Level – Tavern Brawler Feat from the PHB.

8th Level – Grappler Feat from the PHB.

17th Level – Bestow Strength. By touching a creature you can give them your Channel Divinity: Feat of Strength ability. If they don't perform a feat of strength within 1 minute the effect ends. All those touched fall under the same restrictions and limitations of its use as if they were all one character. For example if you can use Channel Divinity 3 times per day and touch 2 other people if you all use that ability then you or they can no longer use that ability until your next Long Rest.



 

Cleric Suffering Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Bane
Inflict Wounds
3rd
Flaming Sphere
Ray of Enfeeblement
5th
Bestow Curse
Vampiric Touch
7th
Blight
Contagion
9th
Commune (Your Pain Needed)
Eyebite (6th level spell)


1st Level – You gain proficiency with Constitution saving throws.

2nd Level – Channel Divinity: Pain is a Blessing. Choose a creature and if it fails a Constitution saving throw it is filled with intense pain. They have disadvantage on all rolls for a number of minutes equal to your Cleric level.

6th Level – My Pain is Your Pain. By intentionally harming yourself with a weapon or a spell a target up to 30 feet away takes the exact same damage in the exact same location. If they make a Constitution saving throw they take half damage.

8th Level – Link of Dismemberment. The God of Suffering enjoys when his or her servants suffer and it is said that the God enjoys dismemberment and disfigurement above all. Target a humanoid creature (with roughly the same parts as a human) and if it fails a Constitution saving throw both of your bodies become spiritually linked for 1 minute. During that time if you remove or tear out or cut off a body part the exact same thing happens to the linked creature. As long as you can see the target the range doesn't matter. Parts that you remove from yourself (as long as you still possess them) will return or reattach or will go back to their original location after a Long Rest. While you are missing parts you have disadvantage on all rolls from the intense pain. If a character would remove their head... well, they would be dead and the target would make death saving throws. If they fail all of the death saving throws their deceased head would be removed.

17th Level – Resistant to Pain. When you use the My Pain is Your Pain ability your targets take twice as much damage as you do. When you use the Link of Dismemberment ability your removed parts will return to their original locations (if you still possess them) after a Short Rest. 



 
 
Cleric Trade Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Charm Person
Expeditious Retreat
3rd
Enhance Ability
Suggestion
5th
Calm Emotions
Protection from Energy
7th
Dimension Door
Guardian of Faith
9th
Dominate Person
Teleportation Circle


1st Level – Bonus Cantrip. You gain the Prestidigitation cantrip.

1st Level – Skills of the Trade. You can choose two of the following skills: Intimidation, Perception, Persuasion.

2nd Level – Channel Divinity: Barter. You gain advantage on all skill rolls associated with making a deal or trading or getting yourself out of a “jam.”

6th Level – Channel Divinity: False Coin. You can summon 1D100 coins of random denominations from your god's plane of existence. These coins last for a number of hours equal to your Cleric level and then they will fade and return to their home plane.

8th Level – Words Are Greater Than the Sword. Once per Long Rest you can convince a creature not to attack you. You can do this twice at 14th level.

17th Level – Merchant Extraordinaire. You can spend your Inspiration to get a VERY good deal with a merchant, or to make someone buy more of a product than they actually want or desire.




Cleric Travel Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Expeditious Retreat
Longstrider
3rd
Retreat
Spider Climb
5th
Leomund's Tiny Hut
Waterwalk
7th
Dimension Door
Freedom of Movement
9th
Teleportation Circle
Tree Stride


1st Level – You gain a proficiency with Athletics & Survival.

2nd Level – Channel Divinity: Fleet of Foot. Your normal movement rate is doubled for 1 minute.

6th Level – Benign Transposition. This is the same as the Wizard Conjuration ability found on page 116 of the PHB.

8th Level – On Your Toes. You gain proficiency with Dexterity Saving Throws, and if you already have that you gain advantage on those saving throws.

17th Level – Teleport. You can prepare the Teleport spell (which is a level 7 spell) and when you use it you are always “Very Familiar” with your destination via the will of the God of Travel.





Saturday, October 18, 2014

Cleric Domains for 5th Edition Dungeons & Dragons (Part 2 of 3)






This is the second batch of 5th Edition D&D Cleric Domains that I put up on YouTube.  I have a bunch more jotted down on the back of work paper scraps and I hope to upload them sometime in the next week or so.  Enjoy.



Cleric Magic Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Detect Magic
Identify
3rd
Magic Weapon
Nystul's Magic Aura
5th
Dispel Magic
Magic Circle
7th
Arcane Eye
Polymorph
9th
Scrying
Telekinesis


1st Level – Arcane Blessing. You get a proficiency in the Arcana skill and you can choose any one Wizard cantrip.

1st Level – Bonus Cantrip. You can choose any one Sorcerer cantrip.

2nd Level – Channel Divinity: Regain Mana. Regain a Spell Slot of any level.

6th Level – School of Thought. Pick one of the schools of magic. You treat spells from that school as if they were Cleric spells that you can prepare and cast. Wisdom is still your spellcasting ability.

8th Level – Soul Burning. When you are all out of spell slots and have no more Channel Divinity uses left you can harm yourself to cast another spell. Roll your hit die and permanently reduce your total Hit Points by that rolled amount or permanently reduce your Wisdom Stat by 1 point. No curative or preventative magic or abilities can restore this damage. You destroyed part of your soul or divine essence to make that spell happen.

17th Level – Arcane's Chosen. You have advantage on all saving throws vs. spells from your chosen school of magic. So for example if you chose the Evocation school for your School of Thought ability and an Evocation spell is hurled at you you would have advantage on that saving throw.


Cleric Moon Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Sleep
Speak with Animals
3rd
Darkvision
Moonbeam
5th
Bestow Curse
Remove Curse
7th
Dominate Beast
Polymorph
9th
Dream
Hold Monster


1st Level – Light of the Moon. When you are bathed in the light of the moon you gain advantage on your attack rolls.

1st Level – Bonus Cantrip. You gain the Light cantrip.

2nd Level – Channel Divinity: Soothe the Beast. Target a Druid in its Wild Shape or a Werecreature in its monstrous form and if they fail an Intelligence saving throw they return once more to their original form.

6th Level – Channel Divinity: Wild Shape (the same as the Druid) but the duration is 1 minute.

8th Level – Moon's Healing Light. When the light of the moon is illuminating you and the target of your healing spells they receive maximum healing.

17th Level – Moon's Luck. You gain the Lucky Feat when you are bathed in the light of the moon. You have a number of Luck Points equal to half of your Cleric level rounded down.






Cleric Protection Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Protection from Evil and Good
Shield
3rd
Aid
Protection from Poison
5th
Protection from Energy
Spirit Guardians
7th
Aura of Life
Guardians of Faith
9th
Circle of Power
Dispel Good & Evil


1st Level – Bonus Cantrips – Blade Ward & Resistance.

2nd Level – Channel Divinity: Saving Grace. You add your Proficiency Bonus to all saving throws of your allies and yourself for 1 minute.

6th Level – Lucky Feat

8th Level – Ward the Weak. You have a divine ward that absorbs damage that you take. That ward has hit points equal to your Cleric level plus your Wisdom modifier. If you see a creature harmed within 30 feet of you you can choose to have the damage go to the ward instead. If the hit points of the ward reach zero however any further damage hurts you instead. Once you create the ward you can't create it again until you have a Long Rest.

17th Level – You gain the Wizard Abjuration special ability called Spell Resistance (page 116 PHB).





Cleric Slime Domain

Cleric Level
1st Domain Spell
2nd Domain Spell
1st
Entangle (with slime description)
Grease
3rd
Melf's Acid Arrow
Web (with slime description)
5th
Ray of Enfeeblement
Slow
7th
Confusion
Protection from Energy
9th
Hold Monster
Mislead


1st Level – Bonus Cantrips – Acid Splash and Poison Spray.

2nd Level – Channel Divinity: Ooze Affinity. You can turn oozes like Undead or you can charm them like the Charm Person spell with the same duration.

6th Level – Channel Divinity: Exude Slime. You can exude slime from your skin and orifices that is either slippery or acidic. If you are the target of a grapple attack you gain advantage on the Dexterity (Acrobatics) roll to avoid it. You may also get advantage on Saving Throws for other instances but check with your DM. You can also collect this slime and spread it over surfaces. You exude 1 cubic feet of it per Cleric level.

8th Level – Acidic Attack. Once on each of your turns when you hit a creature you can deal an additional 1D8 acid damage. At 14th level this damage increases to 2D8.

17th Level – Summon Slime / Ooze. You tear through space and time and drag an extraplanar slime or ooze creature from its strange dimension to the material plane. It follows your commands for 1 round per Cleric level and then it will act naturally there after (which probably means it will try to kill you). It is up to the GM as to what CR rating the slime or ooze has.