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Showing posts with label my dnd realm of whatever. Show all posts
Showing posts with label my dnd realm of whatever. Show all posts

Wednesday, August 5, 2015

My D&D Realm of Whatever...ish - Pain Domain

I've tried to go against type, but something doesn't sit right with me giving the Life domain to an evil deity. As much as the themes of Overland can make an evil god of life viable, the Life domain focuses on a lot of healing energy which never really has to be repaid. I took my try at making an "evil" version of the Life domain. Take a look and make a comment if you think I'm going in the right direction or not.

Pain Domain

The Life domain focuses on the vibrant positive energy that sustains all life. The pain domain is the dark side of that. Dominance over this domain grants the power to drive searing pain into creatures, or take it away from others.

Pain Domain Spells
Cleric Level      Spells
         1st             cure wounds, inflict wounds
         3rd            lesser restoration, spiritual weapon
         5th             elemental weapon, revivify
         7th             death ward, staggering smite
         9th             mass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Disciple of Pain

Also starting at 1st level, your healing spells take the pain they heal and channels it into revenge. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the next time the creature hits with an attack before the end of your next turn, the creature deals extra damage with the attack equal to 2 + the spell’s level.

Channel Divinity: Relieve Pain

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: Wave of Pain

Starting at 6th level, you can use your Channel Divinity to create a wave of pain.

As an action, you present your holy symbol and evoke painful, debilitating energy. Each creature within a 30-foot cone from you must make a Constitution saving throw. On a failed save, the target is incapacitated until the end of its next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with either searing light, debilitating psychic pain, or the energy of decay. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant, psychic, or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Pain Mastery

Starting at 17th level, you have mastery over pain. When you cast a spell of 1st level or higher on a creature or creatures that restore their hit points, each creature affected is protected by a ward until the end of your next turn. While so warded, if that creature is reduced to 0 hit points but doesn't die, it is reduced to 1 hit point instead.

Thursday, July 2, 2015

My D&D Realm of Whatever - Whisper Gnomes

I'm going to start this blog off with a simple subrace: the whisper gnome. The gnome's silent cousin from Races of Stone (3.5).


Whisper Gnome


In addition to the abilities of gnomes, a whisper gnome has these traits.
Ability Score Increase. Your Dexterity Score increases by 1. 
Swift Movement. You are faster than other gnomes. Your base walking speed is 30 feet. 
Sneaky. You have proficiency in the Stealth skill. 
Magic of Silence. You can cast the silence spell, centered on yourself, once with this trait. You regain the ability to cast it this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.


With Magic of Silence, I was torn between having the whisper gnome recharge it after any rest or just a long rest.  I went with the short and long rest, since the eladrin from the DMG had the spell misty step (2nd-level spell) with a recharge of short or long rest, and the spell silence, on top of being another 2nd-level spell, is a ritual, too. The "target self" limitation weakens the worst abuses of it.

On the other hand, I do add a couple of more small traits, and the eladrin trades the high elf's cantrip and extra language for misty step, while my whisper gnome gains speed and stealth.

On the other hand (ARGUMENT-SHIVA!) I could back it off to "one use per long rest," and add a feat to increase it to "once use per any rest."

An interesting feat from the Races of Stone (3.5) to add.

Silencing Strike

Prerequisite: Whisper Gnome
When you attack an enemy within 30 feet of you and you have advantage on the attack roll, if you hit, you can use your Magic of Silence ability, but instead of centering silence on yourself, you can center it on your target. You can still only use Magic of Silence once, and regain the use after a short or long rest.