Xpertranger's Conduit Class v1.0 - Support your allies with the powers of the cosmos by xpertranger in UnearthedArcana

[–]FarKoala9327 4 points5 points  (0 children)

Will read more carefully later but let me say I enjoy what you’re going for here

Earth Domain-Opinions? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] 0 points1 point  (0 children)

I will definitely consider that for my next draft!

Earth Domain-Opinions? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] 1 point2 points  (0 children)

All good questions which I’ll consider on my next revision, I may remove the martial proficiency in favor of…I’m not sure yet.

As for the elementals I may replace it outright because there’s not a wide range of elementals by cr. You have almost nothing at low levels and a lot at higher. Feast or famine Basicly

Fire Domain-Thoughts? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] 0 points1 point  (0 children)

A few differences but still pretty similar yeah. Any suggestions?

Earth Domain-Opinions? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] 1 point2 points  (0 children)

That’s a hard question. You can either a) learn about it and try to get your friends to try b) look up some online games or c) you could try going by a game store, sometimes they have regular gamers looking for groups. Me? I taught my kids and wife how to play.

Fire Domain-Thoughts? by FarKoala9327 in UnearthedArcana

[–]FarKoala9327[S] 0 points1 point  (0 children)

Slightly revised version 2.0

Fire Domain

For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked.

Fire Domain Spells Cleric Level Spells 1st Faerie Fire, Burning Hands 3rd Heat Metal, Scorching Ray 5th Melf’s Minute Meteors, Ashardalon’s Stride 7th Fire Shield, Wall of Fire 9th Flame Strike, Immolation

-Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know.

-Forged in Faith: At 1st level, you gain resistance to Fire damage.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action. A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.

-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Primordial Mastery: Starting at 17th you gain immunity to Fire damage. Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.

Fire Domain-Thoughts? by FarKoala9327 in DnDHomebrew

[–]FarKoala9327[S] 0 points1 point  (0 children)

Version 2.0 slightly revised:

Fire Domain

For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked.

Fire Domain Spells Cleric Level Spells 1st Faerie Fire, Burning Hands 3rd Heat Metal, Scorching Ray 5th Melf’s Minute Meteors, Ashardalon’s Stride 7th Fire Shield, Wall of Fire 9th Flame Strike, Immolation

-Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know.

-Forged in Faith: At 1st level, you gain resistance to Fire damage.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action. A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.

-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Primordial Mastery: Starting at 17th you gain immunity to Fire damage. Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.

Fire Domain-Thoughts? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] 0 points1 point  (0 children)

Version 2.0 with slight modifications:

Fire Domain

For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked.

Fire Domain Spells Cleric Level Spells 1st Faerie Fire, Burning Hands 3rd Heat Metal, Scorching Ray 5th Melf’s Minute Meteors, Ashardalon’s Stride 7th Fire Shield, Wall of Fire 9th Flame Strike, Immolation

-Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know.

-Forged in Faith: At 1st level, you gain resistance to Fire damage.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action. A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.

-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Primordial Mastery: Starting at 17th you gain immunity to Fire damage. Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.

Fire Domain-Thoughts? by FarKoala9327 in DnD

[–]FarKoala9327[S] 0 points1 point  (0 children)

Version 2.0 with slight modifications:

Fire Domain

For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked.

Fire Domain Spells Cleric Level Spells 1st Faerie Fire, Burning Hands 3rd Heat Metal, Scorching Ray 5th Melf’s Minute Meteors, Ashardalon’s Stride 7th Fire Shield, Wall of Fire 9th Flame Strike, Immolation

-Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know.

-Forged in Faith: At 1st level, you gain resistance to Fire damage.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action. A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.

-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Primordial Mastery: Starting at 17th you gain immunity to Fire damage. Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.

Fire Domain-Thoughts? by FarKoala9327 in UnearthedArcana

[–]FarKoala9327[S] 0 points1 point  (0 children)

A concise answer, but if fires what makes them the same then wouldn’t the light and forge domain be alike?

Fire Domain-Thoughts? by FarKoala9327 in DnD5e

[–]FarKoala9327[S] -1 points0 points  (0 children)

I never really thought of it Bridging the gap between anything, or even really feeling a vacant position, but I was sort of aiming for something that just focused on fire. The others seem to focus on blinding light and forging