Talk:Magic Domain (5e Subclass)

From D&D Wiki

Jump to: navigation, search

A few options I have been considering for change here are the Channel Divinity: Metamagic and Spell Mantle. Swapping these two effects around, granting Spell Mantle much the same as the old Neverwinter Nights game had but as a channel divinity option (absorb a number of spell levels much as the Spell Absorbtion part of a Staff of the Magi does, though equal to Proficiency + Wisdom mod and without actually storing the power) instead of a spell, and providing Metamagic to the cleric at 6th lvl with use = wis mod per long rest. Another was to grant at a higher level the ability to use up to two Metamagic options on the spell cast, reliant on the particular options allowing them to be combined. Unsure on balance regarding it, so figured I'd post up what I've got so far and get some feedback. --Kahz (talk) 00:48, 30 April 2015 (MDT)


Suggestion: one of my favorite cleric options EVER was the Spell Domain (Mystra only) as well as the Initiate to Mystra feat. While the Magic domain from 3.5 was good, it mostly stood out to me because of the ability to use magic items as a Wizard. The Spell domain stood out because of Anyspell and Greater Anyspell. (It was also really cool that you could use magic while in an anti-magic field.) To that end, I suggest the following:

Channel Divinity: Anyspell

Starting at 2nd level, you can use your Channel Divinity to mold a single spell slot you possess, expending it, to create a specific prepared spell which may be used only once, at which time it is expended. The prepared spell must be from the Wizard class list, and one spell level below that of the expended spell slot. The prepared spell uses Intelligence as its key ability. You may have no more than 2 spell prepared in this way at any given time.

Divine Counterspell Starting at 6th level, you can use your Channel Divinity to cast Counterspell. The spell is cast as though using a spell slot equal to the highest level you possess.

--Entropicscholar (talk) 18:41, 11 July 2015 (MDT)

I really like those ideas Entropics. I'll definitely consider putting those ones in place of Metamagic and Spellmantle, they provide quite a bit of flavor to the Theurge aspect.
--Kahz (talk) 10:03, 17 August 2015 (MDT)
Swapped out Spell Mantle for Anyspell, but I think I'll keep metamagic in (as I like the idea of a spell mould aspect), plus I feel that the CD: Counterspell is already covered by Counterspell being always prepared.
--Kahz (talk) 09:14, 21 August 2015 (MDT)
looks great to me. I'm glad you thought my idea was a good one. --Entropicscholar (talk) 18:16, 22 August 2015 (MDT)
Anyspell is nice but the way it is worded is weird for 5e because 5e doesn't have single use prepared spells. My suggestion is; Starting at 2nd level, you can use your Channel Divinity to cast a wizard spell, you must expend the appropriate spell slot as normal but you use intelligence as the spellcasting modifier. Using this Channel Divinity doesn't take an action itself but you must still fulfill the spells casting time.
Imbue With Spells is quite complicated and like it's 3.5 as it is. I suggest it's worded;

Starting at 8th level, you can use an action to touch a creature and transfer a spell to it and teach it a spell it can use the spell slot on.

The creature can use the spell slot normally as if it naturally had the spell slot, except it loses the spell slot after completing a long rest instead of regaining it.

The spell can only be cast with the transferred spell slot and it uses your spell attack modifier or spell save DC but they must fulfill the casting time and necessary components.

You can only transfer a total of one quarter of your cleric level worth of spell slot levels. When you complete a long rest, spell slots you have transferred are lost and you regain them as normal. The spell you teach must be one that you have prepared.

Babosa (talk) 18:33, 9 November 2018 (MST)
Home of user-generated,
homebrew pages!


Advertisements: