Difference between revisions of "D&D Next Domains"

From OakthorneWiki
Jump to navigationJump to search
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
==Magic==
+
__NOTOC__
<div style="float: right; width: 400px; border: 1px black solid; margin: 20px; padding: 10px;">
 
<div style="text-align: center; font-size: 125%">Magic Domain Spells</div>
 
* '''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''
 
</div>
 
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==
<div style="float: right; width: 400px; border: 1px black solid; margin: 20px; padding: 10px;">
+
<div style="float: right; width: 300px; border: 0px black solid; margin: 20px; padding: 10px;">
 
<div style="text-align: center; font-size: 125%">Logos Domain Spells</div>
 
<div style="text-align: center; font-size: 125%">Logos Domain Spells</div>
* '''Level 1:''' ''comprehend languages, healing word''
+
* '''1st:''' ''comprehend languages, healing word''
* '''Level 3:''' ''augury, [[D%26D_Next_Spells#Glyph_of_Revealing|glyph of revealing]]''
+
* '''3rd:''' ''augury, [[D%26D_Next_Spells#Glyph_of_Revealing|glyph of revealing]]''
* '''Level 5:''' ''dispel magic, mass healing word''
+
* '''5th:''' ''glyph of warding, sending''
* '''Level 7:''' ''arcane eye, divination''
+
* '''7th:''' ''arcane eye, divination''
* '''Level 9:''' ''commune, feeblemind''
+
* '''9th:''' ''commune, feeblemind''
* '''Level 11:''' ''greater dispel magic''
 
* '''Level 15:''' ''holy word''
 
 
</div>
 
</div>
 
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.
 
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===
+
===Wordwright===
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.
+
At 1st level, you gain the cantrip ''message'' and ''vicious mockery''. You also gain proficiency with calligrapher's supplies. Finally, it takes you half as long to train proficiency in new languages.
===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.
+
===Glyph Blessing===
===Glyphscribe===
+
You gain advantage to any saving throws against malicious effects caused by reading, seeing, touching, or walking near books and writing. You can also flawlessly comprehend the meaning of any written word you encounter, allowing you to read any writing not protected or obscured by magic. You do not gain the ability to speak or understand the language when spoken. You do not automatically understand coded or ciphered messages, but your understanding of innate meaning to such texts does grant you advantage on checks to attempt to decipher them. This ability extends to trail symbols, way marks, and all symbol sets with an established meaning intended to communicate something between author and reader, even if it is a private symbol used by just two people.
You gain advantage on any saving throws against malicious effects caused by reading, seeing, touching or walking near books and writing. You can also read any language you can see. You do not gain the ability to automatically read magical writings, nor can you speak those languages.
+
 
 +
Additionally, you gain advantage on checks to read scrolls of a spell level higher than you can use. You can also use the spells of another class list if they are on scrolls and of a level that you can normally cast. You must make a Wisdom check DC 12 + level of the spell in order to successfully do so, with failure causing the spell to fade from the scroll as normal.
 
===Channel Divinity: Power of the Word===
 
===Channel Divinity: Power of the Word===
Starting at 2nd level, you can use your Channel Divinity to empower magical scrolls you read. On any scroll with the [Consumable] tag, you may expend a Channel Divinity use and make an Wisdom check to prevent it from being consumed. The DC of this check is based on the item's rarity: Common (DC 5), Uncommon (DC 10), Rare (DC 15), Very Rare (DC 20).  
+
Starting at 2nd level, you can use your Channel Divinity to empower magical scrolls you read. When using a spell scroll, instead of the scroll being consumed when you read it, you may expend a use of your Channel Divinity ability instead. When doing so, you may use your own Spell Save DC for such magics if it is better than that which is innate to the spell scroll. This can only be used on spell scrolls containing spells on the cleric spell list that are of a level you can cast.
  
You also gain advantage on checks to read scrolls of a spell level higher than you can use normally. Finally, you may also expend a use of Channel Divinity to allow you to treat a spell that is not on your spell lists as though it were for the purpose of casting it from a scroll. You must still be of the correct level to cast that spell.
+
===Channel Divinity: Gift of Tongues===
 +
At 6th level, you can use your Channel Divinity to bless others with the ability to understand one another. When you expend a use of your Channel Divinity ability, you can grant everyone you can see within 60 feet that ability to speak and understand one language of your choice that you can speak. Everyone affected is aware that you are the source of this gift, and is aware of the language they are speaking. This blessing lasts for one hour.
 +
===Potent Spellcasting===
 +
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
 
===The Universal Language===
 
===The Universal Language===
Starting at 20th level, you are attuned to the Universal Logos, the ur-language that is the progenitor of all languages. You can immediately understand all language in any context - codes unravel themselves when you see or hear them, you immediately discern the spells a spellcaster is in the middle of casting and you can speak any languages that are still in existence (though dead ones remain so).
+
At 17th level, you are attuned to the Universal Logos, the ur-language that is the progenitor of all languages. You can immediately understand all language in any context - codes unravel themselves when you see or hear them, you immediately discern the spell a spellcaster is in the middle of casting and you can speak any languages that are still in existence (though dead ones remain so).
 
 
You are considered to always be under the effects of a ''speak with dead'' spell simply by touching the remains of the one you wish to speak with. You are considered to always have the following spells prepared: ''healing word, holy word, prayer'' and ''prayer of healing''.
 

Latest revision as of 13:57, 23 August 2016

Logos

Logos Domain Spells
  • 1st: comprehend languages, healing word
  • 3rd: augury, glyph of revealing
  • 5th: glyph of warding, sending
  • 7th: arcane eye, divination
  • 9th: commune, feeblemind

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.

Wordwright

At 1st level, you gain the cantrip message and vicious mockery. You also gain proficiency with calligrapher's supplies. Finally, it takes you half as long to train proficiency in new languages.

Glyph Blessing

You gain advantage to any saving throws against malicious effects caused by reading, seeing, touching, or walking near books and writing. You can also flawlessly comprehend the meaning of any written word you encounter, allowing you to read any writing not protected or obscured by magic. You do not gain the ability to speak or understand the language when spoken. You do not automatically understand coded or ciphered messages, but your understanding of innate meaning to such texts does grant you advantage on checks to attempt to decipher them. This ability extends to trail symbols, way marks, and all symbol sets with an established meaning intended to communicate something between author and reader, even if it is a private symbol used by just two people.

Additionally, you gain advantage on checks to read scrolls of a spell level higher than you can use. You can also use the spells of another class list if they are on scrolls and of a level that you can normally cast. You must make a Wisdom check DC 12 + level of the spell in order to successfully do so, with failure causing the spell to fade from the scroll as normal.

Channel Divinity: Power of the Word

Starting at 2nd level, you can use your Channel Divinity to empower magical scrolls you read. When using a spell scroll, instead of the scroll being consumed when you read it, you may expend a use of your Channel Divinity ability instead. When doing so, you may use your own Spell Save DC for such magics if it is better than that which is innate to the spell scroll. This can only be used on spell scrolls containing spells on the cleric spell list that are of a level you can cast.

Channel Divinity: Gift of Tongues

At 6th level, you can use your Channel Divinity to bless others with the ability to understand one another. When you expend a use of your Channel Divinity ability, you can grant everyone you can see within 60 feet that ability to speak and understand one language of your choice that you can speak. Everyone affected is aware that you are the source of this gift, and is aware of the language they are speaking. This blessing lasts for one hour.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Universal Language

At 17th level, you are attuned to the Universal Logos, the ur-language that is the progenitor of all languages. You can immediately understand all language in any context - codes unravel themselves when you see or hear them, you immediately discern the spell a spellcaster is in the middle of casting and you can speak any languages that are still in existence (though dead ones remain so).