D&D Next Domains

From OakthorneWiki
Revision as of 19:07, 7 January 2014 by Oakthorne (talk | contribs)
Jump to navigationJump to search

Magic

Magic Domain Spells
  • Level 1: detect magic, identify
  • Level 3: magic weapon, silence
  • Level 5: dispel magic, remove curse
  • Level 7: arcane eye, dimension door
  • Level 9: teleportation circle, true seeing
  • Level 11: greater dispel magic
  • Level 15: teleport

The gods of magic are often the patrons of arcane magic - often, they are also the very embodiment of magical power itself. Such deities are sometimes all-wise or tricksters, but they are invariably always depicted as quite powerful. Acts of spellcasting are sacraments to priests of this god, and every magical item potentially a holy relic.

Bonus Spells

You gain the prestidigitation and read magic mage spell cantrips as cleric cantrips. You also gain extra domain spells at levels 11 and 15, as shown above.

Bonus Proficiencies

You gain proficiency with one of the magic foci of the mage: a component pouch, orb, rod, staff or wand. Clerics who are multiclassed with mage may also use any of the magical foci granted by their mage class for cleric spells.

Dweomerkeeper

You gain advantage on saving throws against magical effects. Additionally, your cleric magic functions normally in areas of wild or dead magic.

Channel Divinity: Investiture

Starting at 2nd level, you can use your Channel Divinity to invest yourself or a touched ally with some of the silvery-blue radiance that is Mystra's favor. A creature so invested is always considered to be wielding a magical weapon for the purpose of overcoming resistances, and they gain advantage on saving throws against magical effects. A spellcaster may end the Investiture prematurely by "burning out" the magic by expending her own magical energy as though she'd cast a spell. This heals the spellcaster of 2d8 per level of the spell expended. Otherwise, the Investiture lingers for one minute.

Channel Divinity: Weavesunder

Starting at 6th level, you can use your Channel Divinity to blast apart magics you encounter, sundering their connection to the Weave. This functions as a casting of dispel magic cast at a level equal to the highest level cleric spell you can cast.

Weaveguard

Starting at 20th level, you become immune to the effects of any three spells, of your choice. These cannot normally be changed once chosen, although your DM may permit a special quest to do so.

Logos

Logos Domain Spells
  • Level 1: comprehend languages, healing word
  • Level 3: augury, glyph of revealing
  • Level 5: dispel magic, mass healing word
  • Level 7: divination, x
  • Level 9: commune, feeblemind
  • Level 11: greater dispel magic
  • Level 15: holy word

Some believe it was the gods themselves who handed down language and the written word - and given the power inherent in the idea of little squiggly lines representing entire ideas, that belief perhaps has some basis in faith. Regardless of the truth, there are those gods who value the power of the word. These gods might grant their faithful champions access to this Domain.

Bonus Spells

You gain the message and read magic cantrips if you don't already have them. You also gain extra domain spells at levels 11 and 15, as shown on the Logos Domain Spells table.

Bonus Proficiencies

You gain proficiency with a set of artisan's tools, the scrivener's kit, a set of quills and beautiful inks allowing you to craft words and illuminations of exceptional beauty. Additionally, any tome worth at least 25gp can be substituted for your holy symbol and used as a magic focus for your spells.

xxx

x

Channel Divinity: xxx

Starting at 2nd level, x

Channel Divinity: xxx

Starting at 6th level, x

xxx

Starting at 20th level, x