Homebrew:Survival Domain: Difference between revisions

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[[file:entropy.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Entropy Domain subclass from [[Xanathar's Lost Notes to Everything Else]]}}
__NOTOC__
__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:100%}}
Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called entropy, a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant ''[[magicitem:sphere-of-annihilation|sphere of annihilation]]'' is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.
Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.


{| class="wikitable"
{| class="wikitable"
|+ Entropy Domain spells
|+ {{PAGENAME}} spells
! Cleric Level !! Spells
! Cleric Level !! Spells
|-
|-
| 1st || ''[[spell:detect-magic|detect magic]]'', ''[[spell:inflict-wounds|inflict wounds]]''
| 1st || ''[[spell:create-or-destroy-water|create or destroy water]]'', ''[[spell:false-life|false life]]''
|-
|-
| 3rd || ''[[spell:mind-spike|mind spike]]'', ''[[spell:shadow-blade|shadow blade]]''
| 3rd || ''[[spell:locate-animals-or-plants|locate animals or plants]]'', ''[[spell:prayer-of-healing|prayer of healing]]''
|-
|-
| 5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:life-transference|life transference]]''
| 5th || ''[[spell:fear|fear]]'', ''[[spell:protection-from-energy|protection from energy]]''
|-
|-
| 7th || ''[[spell:blight|blight]]'', ''[[spell:black-tentacles|black tentacles]]''
| 7th || ''[[spell:death-ward|death ward]]'', ''[[spell:dominate-beast|dominate beast]]''
|-
|-
| 9th || ''[[spell:circle-of-power|circle of power]]'', ''[[spell:synaptic-static|synaptic static]]''
| 9th || ''[[spell:antilife-shell|antilife shell]]'', ''[[spell:greater-restoration|greater restoration]]''
|}
|}


== Sanctity of Body ==
== Bonus Proficiency ==
When you choose this domain at 1st level, you perform a ritual to anchor your soul to the Material Plane. You have advantage on death saving throws.
When you choose this domain at 1st level, you gain proficiency in the {{nature}} and {{survival}} skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.


== Channel Divinity: Arcane Disruption ==
== Stand the Fallen ==
Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.
Also starting at 1st level, when you cast the ''[[spell:spare-the-dying|spare the dying]]'' cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable.


As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first succeed on a Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.


== Channel Divinity: Entropic Retaliation ==
== Channel Divinity: Encourage the Troops ==
At 6th level, you can use your Channel Divinity to drain a caster’s magical power. When you succeed on a saving throw against a spell or successfully disrupt a spell using Arcane Disruption, you can use your reaction to force the caster to make a Constitution saving throw. On a failed save, the caster loses an additional spell slot of the same level. If they possess no more slots of that level, they instead gain a level of exhaustion.
Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies. As an action, you present your holy symbol and invoke the survival instincts of your deity. Each friendly creature within 30 feet that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If its attack hits, the friendly creature also gains temporary hit points equal to your cleric level.
 
== Channel Divinity: Push the Limits ==
At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. While they have these temporary hit points, they ignore the effects of exhaustion.  


== Potent Spellcasting ==
== Potent Spellcasting ==
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


== Emissary of Entropy ==
== Protection of the Tribe ==
At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell.
Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You can’t use this feature again until you finish a long rest.
[[category:homebrew cleric subclasses|Entropy]]
[[category:homebrew cleric subclasses|Survival]]

Latest revision as of 18:05, 26 July 2025

(OOC: This is an implementation of the Survival Domain subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Cleric

Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.

Survival Domain spells
Cleric Level Spells
1st create or destroy water, false life
3rd locate animals or plants, prayer of healing
5th fear, protection from energy
7th death ward, dominate beast
9th antilife shell, greater restoration

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. and SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.

Stand the Fallen

Also starting at 1st level, when you cast the spare the dying cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Channel Divinity: Encourage the Troops

Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies. As an action, you present your holy symbol and invoke the survival instincts of your deity. Each friendly creature within 30 feet that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If its attack hits, the friendly creature also gains temporary hit points equal to your cleric level.

Channel Divinity: Push the Limits

At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. While they have these temporary hit points, they ignore the effects of exhaustion.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Protection of the Tribe

Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You can’t use this feature again until you finish a long rest.