January 6, 2016

Peace Domain

Divine Domain 
Comments from the Finger: My two motivations for making this were to make a counterpart to the War Domain, and to bring one of my favorite effects, Peacebond, to 5th edition.

Peace Domain

Clerics of peace venerate the ideal of harmony, and search for nonviolent solutions to worldly problems whenever possible. However, they are not strictly pacifists. If a situation proves too dire, or if all other options are exhausted, these clerics may use violence, especially if it protects someone in need. Gods of this domain - including Eldath, Rao, and Majere - are almost exclusively good, as are their clerics.

Peace Domain Spells
Cleric Level     Spells
1st          charm person, sanctuary
3rd          calm emotions, hold person
5th          protection from energy, tongues
7th          confusion, freedom of movement
9th          dominate person, dispel evil and good

Censure Evil
When you select this domain at 1st level, you can channel holy power from the divine planes to censure evil creatures. Your Turn Undead and Destroy Undead features also effect fey and fiends.

Pacifying Voice
At 1st level, you can magically speak in a booming voice, commanding attention and authority. You gain a bonus of half your proficiency bonus when you make a Persuasion check to command other creatures. This benefit stacks with your proficiency bonus if you are already proficient in Persuasion.

Channel Divinity: Peacebond 
Starting at 2nd level, as an action, you can pacify nearby creatures. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature's weapons and ammunition become locked in their sheaths, quivers, or holsters for 1 minute. During this time, a creature may only free their weapon with a DC 18 Strength check.

Impede Aggressor
At 6th level, as a reaction when a creature that you can see attacks a creature that has not yet taken a turn in combat, you can cause that attack roll to be made at disadvantage.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage. When you reach 14th level, the extra radiant damage increases to 2d8.

Pacifism
Beginning at 17th level, as an action you can create an aura of pure pacifism for up to 1 minute. Each creature within 15 feet of you makes attack rolls with disadvantage. On your turn, you must spend your action maintaining this effect, otherwise it ends. After using this feature, you must compete a long rest before using it again.

10 comments:

  1. It says destruction domain spells on the site, but it's fine in the PDF.

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  2. Peacebond kind of falls flat against creatures with natural weapons though, doesn't it?

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  3. It should gain an ability where rather than destroying undead/fey/fiends with Turn Undead, they are/you have the option to permanently pacify them. This isn't really a power up, it's more of a ribbon ability, so it could just be added to the list.

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  4. I love Peacebond for the name and mechanic. I'm such a sucker for that stuff.

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  5. Feel like the peace-bond needs a caveat of if they're attacked or harmed the effect ends. Just imagining someone using it to "force peace" upon groups.

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    1. Nah, that's kind of the point. This doesn't prevent anyone from attacking -- it just prevents them from unsheathing their weapons and ammo. An enemy that wants to punch you, use an improvised weapon (like their sword still inside its scabbard), or that wants to use a natural weapon can still do just that.

      Plus, it affects your allies, so it's best used when you get the drop on another group but already have your weapons out. I'm pretty happy with where this one is.

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  6. What is the weapon he is holding in the art called?

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    1. If that particular weapon has a name, I'm not aware of it.

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    2. The closest thing I could find was a Monk's Spade. Very cool history behind it. I love the Domain by the way!

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  7. How has Pacifism turned out in-game? Just from reading it, it seems weak compared to other divine domain features at 17th level. Range is short, centred on the cleric, no exclusions, requires not just concentration but also an action every turn, last for one minute, long rest to be able to use the feature again. There seem to be a lot of limitations. I really like the concept, though.

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