Friday, December 5, 2014
Cleric Nobility Domain 5e Rules (Beta)
Regretfully, the old Nobility Domain hasn't been recreated in 5e. Siamorphe kind of finds into the Knowldge domain, and kind of the War domain. But not really. Really not really. Neither feel right for Siamorphe. So I did some research into the old domain system and whipped up the following. It's still just an idea - not implemented yet - but I'm going to present it to my DM soon.
SO, feel free to look it over and give me feedback - and if you like it - go ahead and use it. I still need to think on it a bit . . .
NOBILITY DOMAIN (BETA)
The Nobility domain focuses on those who rule in civilized societies. Clerics in the Nobility domain may be the aristocrats themselves, or priest and priestesses who act as advisers and protectors of the nobles. Typically, lawful gods have influence over this domain, but on occasion neutral ones hold sway. Examples of such deities are Siamorphe in the Forgotten Realms setting, Pholtus in Greyhawk, Aureon in Eberron, and Zeus, Re-Korakhty, and Foreseti from various Earth-inspired fantasy pantheons.
NOBILITY DOMAIN SPELLS
1st - Command, Charm Person
3rd - Enthrall, Calm Emotions
5th - Compulsion, Geas
7th - Mass Suggestion, Mordenkainen's Magnificent Mansion
9th - Foresight, Power Word Stun
TOOLS OF THE NOBLE
At 1st level, you become proficient in your choice of two of the following skills: History, Insight, Intimidation, and Persuasion Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
CHANNEL DIVINITY: NOBLE VISAGE
Starting at 2nd level, you can use your Channel Divinity to fill yourself or an ally with the essence of nobility. The channeling takes a bonus action and raises the charisma of the recipient by two points for one minute.
Beginning at 6th level, you gain the feat Inspiring Leader, though it takes one action and is without the charisma prerequisite. Should you already have the feat, recovery time reduces from a long rest to a short rest.
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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
From 17th level, you have the effects of the Calm Emotion spell whenever you concentrate - never needing a spell slot.