Difference between revisions of "D&D Next Domains"

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==Magic==
 
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<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''
 
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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==
 
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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.
 
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.
 
===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).  
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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 10), Uncommon (DC 15), Rare (DC 20), Very Rare (DC 25).
  
 
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.
 
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.

Revision as of 12:11, 25 February 2016

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: arcane eye, divination
  • 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.

Glyphscribe

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.

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 10), Uncommon (DC 15), Rare (DC 20), Very Rare (DC 25).

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.

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).

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.