D&D Next: Cleric Expansion Options

So, I've been doing a bit of work with D&D Next lately, since I run D&D Encounters at the FLGS and the new module can be converted to work in either D&D 4e or the new D&D Next playtest. Every single player at my store opted for D&D Next, so I need to get up to speed on my familiarity and comfort with the system.

With that in mind, I present a few options for cleric PCs. I'd love to get them playtested.


New Channel Divinity Options




Channel Law

As an action, you can expend one of your uses of channel divinity to channel law. When you do so, all chaotic creatures within 30 feet of you that have hit points equal to or less than five times your cleric level are frightened until the end of their next turn. Frightened creatures have disadvantage on attacks made while the source of their fear is within line of sight.


Channel Skill

When you use your action to make a skill check for skill with which you have training, you can expend a use of your channel divinity to gain advantage on that check. If you are at least 11th level and do not have disadvantage when you use this option, roll three dice instead of two for your advantage.


Entangle

In an area where plants can grow, you can use your action to cause them to grow, grasp, and entwine those standing near them. Expend a use of your channel divinity and choose a point you can see within 50 feet of you. A 20‐foot‐radius are centered on that point fills with grasping plants to a depth of 5 feet. The plants last for 1 minute. At 11th level, this duration extends to 10 minutes.
     Each creature that starts its turn in the plants or that enters the overgrowth for the first time during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the growth or until it breaks free.
     A creature restrained by the plants can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
     The plants lightly obscure any creature caught in them.
     The plants are flammable. Once lit, plants burn away at the rate of one 5‐foot cube per round. Any creature that starts its turn in the burning plants takes 2d4 fire damage.

New Deities


The Lawbringer


The Lawbringer represents justice, law, battle, commerce, strength, civilization, and order. Usually depicted as male, he is usually the creator of civilization, who taught the first people how to do the things that make contemporary life possible: laws, craft, and traditions. When the divine law is broken, he defends with his awful might; when the universe is at peace, he provides plenty and safety. A Lawbringer’s oath is sacred and inviolable.
     Marduk of the Sumerian pantheon invented warfare and built the first city. The Roman god Jupiter was the god of the state whom the Romans thanked for their supremacy. In Hindu mythology, the god Brahma is the personification of law. Aurifar and Pholtus are associated with law and order in Greyhawk. Tyr is the god of justice of both the Norse and the Forgotten Realms pantheons. In the Dragonlance pantheon, Kiri-Jolith is the god of unity.
     The most obvious representative of the will of the Lawbringer is usually the leader of a community: the King or Emperor, or other authority figure. Clerics who maintain the Lawbringer’s church act as magistrates or bureaucrats, maintaining the proper fuctions of society.
     The Lawbringer is almost always lawful neutral, but lawful good and lawful evil are possible.
     Armor and Shield Proficiencies: You are proficient with all armor and shields.
     Cantrips: You know the guidance cantrip, plus one cantrip of your choice from the cleric’s cantrip list.
     Channel Divinity: You gain the Channel Law and Channel Skill options.
     Disciple of Law: You gain proficiency with martial weapons.
     Domain Spells: You always have the following spells prepared, provided you are able to cast cleric spells of the given level. They do not count against the number of spells you can prepare each day.

Spell Level
Domain Spell
1
command
2
zone of truth
3
create food and water
4
divine power
5
true seeing

                Suggested Equipment: Chain mail, shield, warhammer, sling, 50 sling bullets, holy symbol, flask of holy water, adventurer’s kit

The Old Faith


The Old Faith represents nature, balance, magic, the primal energies, luck, fate, and the wildness of life. It varies from the simple faith of farmfolk to the naturalistic philosophies of the sylvan races and their protectors. It instills a reverence for natural cycles and a keen awareness of the ebb and flow of life. Unlike many cults which revere but a single figure, the Old Faith almost always includes a pantheon of deities, both male and female, in a religious synthesis.
     The Old Faith most closely resembles modern paganism, but has some examples among historical faiths: Demeter of the Greek pantheon, Ki of the Sumerian pantheon, Cybele of the Roman mystery cults, Freya of the Norse pantheon, Mut and Geb of the Egyptian pantheon, and Mahimata and Gayatri of the Hindu pantheon are all deities at the center of such religions. In Greyhawk, Beory and Obad-Hai are at the center of the Old Faith. In the Forgotten Realms, Sylvanus, Mielikki, and Chauntea serve a similar purpose.
     The most powerful adherents of the Old Faith are charged with preserving the natural order. Most wander the wilderness, observing the encroachment of civilization and checking the spread of urban centers. They are entrusted with the secrets of the Wild and the Fey.
     Most often, adherents of the Old Faith are neutral, but they may be of any alignment with a neutral component.
     Armor and Shield Proficiencies: You are proficient with light armor and shields.
     Cantrips: You know two cantrips of your choice from the cleric’s cantrip list.
     Channel Divinity: You gain the Channel Regrowth and Entangle options.
     Disciple of the Old Faith: You gain proficiency with scimitar and scythe (treat as a glaive). You have advantage on Gather Rumors, Persuade, and Sense Motive checks made against Fey creatures, and Handle Animal checks made against wild or feral animals. You are trained in Survival.
     Domain Spells: You always have the following spells prepared, provided you are able to cast cleric spells of the given level. They do not count against the number of spells you can prepare each day.

Spell Level
Domain Spell
1
create water
2
aid
3
lightning bolt
4
stoneskin
5
commune

     Suggested Equipment: Leather armor, shield, scimitar, sling, 50 sling bullets, holy symbol, adventurer’s kit, and belt pouch containing 84 gp and 8 sp

Comments

Popular posts from this blog

Fantasy Friday: Old School Essentials Advanced Fantasy Races (OSE)

Eberron 5E: Race -- Shifter

Monstrous Monday: Blink Wooly Mammoth (D&D5E)