Cleric Subclass -- Community Domain (D&D5E)
One of the mainstays of the Eberron setting is the idea of communities, both inclusive/organic (settlements, cities, organized religions) and exclusive/artificial (secret societies, cults, criminal gangs). In the 3.5E rules, the Eberron Campaign Setting book introduced the Community domain for clerics, designed for a cleric to encourage group effort. The one saint in the canonical material that characters can actually meet is devoted to this domain.
This is my attempt to convert the essence of the 3.5 domain to 5E. There's not much too the 3.5E domain: just a list of spells, a diplomacy bonus, and calm emotions once per day. 5E domains are far more defining and grant far more power than that. I worked this one from the ground up, with some help from a few ENWorld commenters.
A PDF of this domain, formatted to fit the 5E style, can be found here.
This is my attempt to convert the essence of the 3.5 domain to 5E. There's not much too the 3.5E domain: just a list of spells, a diplomacy bonus, and calm emotions once per day. 5E domains are far more defining and grant far more power than that. I worked this one from the ground up, with some help from a few ENWorld commenters.
Community Domain
Some gods—Athena,
Frigga, Hathor, Hephaestus, Hera, Hestia—nurture
civilization. The patrons of culture, they teach that no individual can
accomplish as much as a group can as a collective. Some may be warlike (but
only of necessity), some may honor crafts (in the service of your neighbors),
but all urge their adherents to constructively contribute, to put the needs of
the community above their own. Followers of such gods organize their communities
to build civic facilities, root out threats to public welfare, and nurture
festivals and fairs to foster communal spirit.
Community Domain Spells
Cleric Level
|
Spells
|
1st
|
bless, purify food and drink
|
3rd
|
aid, calm emotions
|
5th
|
beacon of hope, create food and drink
|
7th
|
guardian of faith, Mordenkainen's
private sanctum
|
9th
|
circle of power, hallow
|
Bonus Proficiencies
At 1st level, you gain proficiency in the Persuasion skill,
and with heavy armor.
Channel Divinity: Many Hands Make Light Work
Starting at 2nd level, you can use your Channel Divinity to make it easier for people to help each other.
As an action, you
present your holy symbol and evoke feelings of community and togetherness in
those present. For 10 minutes, all creatures of your choice within 30 feet of
you may use the Help action as a bonus action.
Congregationalist
Beginning at 6th level, when you cast a non-harmful spell
that affects a certain number of allied or willing creatures, you can affect a
number of additional creatures equal to your Charisma bonus (minimum of 1).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Channel Divinity: Bolster Community
Starting at 17th level, you can activate an aura that bolsters
the members of your community against outside threats.
Whenever any
creature within 60 feet of you fails a saving throw, you can use your reaction
to present your holy symbol and grant all creatures of your choice within 60
feet of you advantage to all saving throws. This effect lasts until the end of
your next turn.
A PDF of this domain, formatted to fit the 5E style, can be found here.
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