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==4th edition== In something of a throwback to AD&D, 4th edition Divine classes - the [[Cleric]], the [[Paladin]], the [[Avenger]], and the [[Invoker]] - didn't initially have Domains. The idea was that the sheer variety of powers, feat-based "worshipper of X" class bonuses, and paragon paths could grant quite a bit of variety to a clerical concept as it was. However, Domains were too potentially interesting an idea to just up and abandon. Thus the "Divine Power" splatbook contained a whole segment dedicated to reintroducing Domains. In addition to examining them from a fluffy angle and how to respin Domains for odd-seeming alignment fits - a Good God of Destruction, a Chaotic Evil God of Freedom, an Evil God of Protection, etc - it provided mechanical details for making them work. 4e Cleric Domains take advantage of the comparatively high number of feats that a 4e PC gets access to. Each Domain has two associated feats; one that grants a permanent passive skill buff and takes on a special rider to a thematically appropriate set of at-will powers, and one that provides a new, thematic way to use the Channel Divinity class feature. Essentials would take another crack at domains with their [[Warpriest]] class, which provided a majority of the class' powers, though the selection was considerably reduced and half of them were deities from [[Forgotten Realms]], introduced in the ''[[Neverwinter]] Campaign Setting''. The list of 4th edition domains is as follows: '''Arcana:''' The "Arcana Ward" feat adds a new Channel Divinity that gives Resistance 5 to a type you just got damaged by. The "Power of Arcana" feat adds +2 to all Arcana checks while also making the powers Divine Bolts, Lance of Faith, Radiant Vengeance, and Virtuous Strike count as Arcane powers. If any of these powers hit, you gain a +1 to hit them the next turn with another arcane power. '''Change:''' The "Cycle of Change" feat adds a Channel Divinity that lets you transfer a condition you're suffering to an ally right next to you (or vice versa). The "Power of Change" domain adds +2 to all Thievery checks and if successful with the use of Bolstering Strike, Divine Bolts, Overwhelming Strike, or Recovery Strike, you gain +1 to hit the target with an encounter or daily power on the next turn. '''Civilization:''' The "Anthem of Civilization" feat adds a Channel Divinity that grants either yourself or an ally within 3 spaces a +2 bonus to hit while flanking, which while useful requires selecting the right person. The "Power of Civilization" feat adds +2 to Diplomacy checks and adds +1 to the damage of Leading Strike, Mantle of the Infidel, Priest's Shield, or Valiant Strike for each enemy right next to you when used. '''Creation:''' The "Creation Secret" feat adds a Channel Divinity that gives you a chance to use a magic item's power without spending a use. The "Power of Creation" feat adds +2 to Religion and grants +1 AC to you or an ally when you hit with Bolstering Strike, Grasping Shards, Radiant Vengeance, or Righteous Brand. '''Darkness:''' The "Darkness Consumes" feat adds a Channel Divinity that grants you and every ally within a Burst 1 concealment. The "Power of Darkness" feat adds +2 to Stealth and grants concealment from the next attack when you hit with Ardent Strike, Overwhelming Strike, Priest's Shield, or Visions of Blood. '''Death:''' The "Death Knell feat adds a Channel Divinity that instakills a bloodied enemy with an HP lower than 5+1/2 your level. The "Power of Death" feat adds +2 to Religion and grants a scaling bonus to damage against bloodied enemies when using Enfeebling Strike, Radiant Vengeance, Righteous Brand, or Visions of Blood. '''Destruction:''' The "Path of Destruction" feat adds a Channel Divinity that lets you re-roll damage for one melee attack. The "Power of Destruction" feat adds +2 to Intimidate and deals scaling extra damage against unbloodied enemies when using Ardent Strike, Bond of Censure, Grasping Shards, or Righteous Brand. '''Earth:''' The "Earth Hold" feat adds a Channel Divinity that immobilizes you but slows down any foe within a Burst 2, which is handy for someone trying to draw attention. The "Power of Earth" feat adds +2 to Athletics and slows any enemy hit by Bolstering Strike, Overwhelming Strike, Recovery Strike, or Visions of Blood. '''Fate:''' The "Fate Rolls On" feat adds a Channel Divinity that's a big wild-card; if someone passes a saving throw, they gain a +2 to their next save, but if they fail they get a -2 to their next save. The "Power of Fate" feat adds +2 to Insight and adds +1 to damage bloodied enemies when using Astral Seal, Avenging Light, Bond of Retribution, or Holy Strike. '''Freedom:'''The "Path of Freedom" feat adds a Channel Divinity that enables allies to either escape a grab or roll a save against an immbobilized, slowed, or restrained condition. The "Power of Freedom" feat adds +2 to Acrobatics and gives you or an ally +2 to the next Saving Throw when you use Holy Strike, Leading Strike, Righteous Brand, or Vanguard's Lightning. '''Hope:''' The "Hope Remains" feat adds a Channel Divinity that gives someone who just recovered from 0 HP a +2 to attacks, saves, and defenses for the turn. The "Power of Hope" feat adds +2 to Diplomacy and gives you or an ally +1 to the next attack when you hit with Avenging Light, Leading Strike, Righteous Brand, or Valiant Strike. '''Justice:''' The "Immediate Justice " feat adds a Channel Divinity that immediately deals radiant damage to an enemy who just downed an ally. The "Power of Justice" feat adds +2 to Insight and lets all bloodied allies take +1 to their next attack when you hit with Bond of Censure, Mantle of the Infidel, Righteous Brand, or Virtuous Strike. '''Knowledge:''' The "Sure Knowledge" feat adds a Channel Divinity that lets anyone taking a knowledge test to re-roll. THe "Power of Knowledge" feat adds +2 to history and grants a +1 to all defenses when you hit with Astral Seal, Grasping Shards, Leading Strike, or Virtuous Strike. '''Life:''' The "Pulse of Life" feat adds a Channel Divinity that gives one person a +10 on a death saving throw. The "Power of Life" feat adds +2 to Heal and gives one ally a scaling amount of THP when you hit with Astral Seal, Avenging Light, Bolstering Strike, or Radiant Vengeance. '''Love:''' The "Loving Sacrifice" feat adds a Channel Divinity that lets you take damage for an ally. The "Power of Love" feat adds +2 to Diplomacy and gives the bizarre option of forgoing damage when using Radiant Vengeance, Recovery Strike, Sun Strike, or Virtuous Strike to grant up to two allies a tier-scaling amount of THP. '''Luck:''' The "Imminent Luck" feat adds a Channel Divinity that's a safety net for a safety net: if you use a power to re-roll and it gets lower than the original roll, you can re-roll the re-roll. The "Power of Luck" feat adds +2 to Acrobatics and lets you crit on a 19+ with Bond of Censure, Holy Strike, Lance of Faith, or Vanguard's Lightning. '''Madness:''' The "Screaming Madness" feat adds a Channel Divinity that makes an enemy hit themselves after you hit them with a Fear power. The "Power of Madness" feat adds +2 to Bluff and makes an enemy hit by Enfeebling Strike, Overwhelming Strike, Righteous Brand, or Visions of Blood take -1 to attack for the next turn. '''Moon:''' The "Moon Touched" feat adds a Channel Divinity that continuous heals up a bloodied ally on a value that scales by tier with a twist: when the die is rolled, an odd adds that value as THP (Which won't stack with other THP and ends the power) while an even just adds flat HP and ends the power. The "Power of the Moon" feat adds +1 Perception and when you hit with Bond of Censure, Enfeebling Strike, Hand of Radiance, or Righteous Brand, the defense you hit is reduced by -2. '''Poison:''' The "Original Poison" power adds a Channel Divinity that just adds +2 to hit with a poison power. The "Power of Poison" feat adds +2 to Bluff and lets you make Enfeebling Strike, Grasping Shards, Overwhelming Strike, and Righteous Brand deal poison damage instead of whatever it used to while also dealing extra damage that scales by tier (Which makes these feats work very well with each other). '''Protection:''' The "Sure Protection" feat adds a Channel Divinity that lets any one person taking a Second Wind add +3 to their defenses for that turn. The "Power of Protection" feat adds +2 to Heal while also letting an ally gain +1 to all defenses when you hit with Leading Strike, Priest's Shield, Valiant Strike, or Vanguard's Lightning. '''Sea:''' The "Sea Surge" feat adds a Channel Divinity that lets you slide an ally who just got forcibly moved. The "Power of the Sea" feat adds +2 to Athletics and when you hit with Bond of Censure, Divine Bolts, Recovery Strike, or Virtuous Strike, you can either make a save or force -2 on the target's next save. '''Skill:''' The "Divine Excellence" feat adds a Channel Divinity that adds +2 to a skill check for you and gives a +2 to anyone else trying that skill. The "Power of Skill" feat lets you add +1 to all skills you're trained in and makes Divine Bolts, Overwhelming Strike, Righteous Brand, and Valiant Strike count as basic attacks. '''Storm:''' The "Storm Sacrifice" feat adds a Channel Divinity that grants you and one enemy Vulnerable 5 to lightning and thunder damage (Unless they're already resistant, in which case they lose that resistance). The "Power of the Storm" feat adds +2 to Intimidate and lets Overwhelming Strike, Righteous Brand, Valiant Strike, and Vanguard's Lightning deal thunder damage instead of their normal typing while also adding a tier-scaling damage bonus for using this. '''Strength:''' The "Strength of the Gods" feat adds a Channel Divinity that lets you add your Strength mod to the damage of one move. The "Power of Strength" feat lets you add +2 to Athletics and deals extra damage that scales by tier when you use Avenging Light, Holy Strike, Overwhelming Strike, or Priest's Shield. '''Strife:''' The "Sudden Strife" feat adds a Channel Divinity that makes two enemies take -4 to all attacks while they're within 3 spaces of each other - handy in some situations, but useless for shooters. The "Power of Strife" feat adds +2 to Bluff and deals tier-scaling extra damage for all enemies near the target when you use Ardent Strike, Bond of Retribution, Lance of Faith, or Sun Strike. '''Sun:''' The "Solar Enemy" feat adds a Channel Divinity that forces a Vulnerable 2 to radiant damage on all enemies within a burst 2 area. The "Power of the Sun" feat adds +2 to Insight and inflicts a tier-scaling vulnerability to radiant damage when you use Lance of Faith, Radiant Vengeance, Sun Strike, or Virtuous Strike. '''Torment:''' The "Perfect Torment" feat adds a Channel Divinity that gives nearby enemies a -2 on their saves that turn. The "Power of Torment" feat adds +2 to Intimidate and lets an enemy hit with Ardent Strike, Astral Seal, Mantle of the Infidel, or Overwhelming Strike grant combat advantage to whoever attacks them next. '''Trickery:''' The "Trickster's Fortune" feat adds a Channel Divinity that forces a -2 on an enemy's saving throw while letting you or an ally roll their own save if the enemy fails. The "Power of Trickery" feat adds +2 to Thievery and allows you to shift yourself or a nearby ally when you hit with Avenging Light, Enfeebling Strike, Overwhelming Strike, or Recovery Strike. '''Tyranny:''' The "Master of Tyranny" feat adds a Channel Divinity that just adds +2 to hit bloodied enemies. The "Power of Tyranny" feat adds +2 to Intimidate and forces targets to take -2 on their saving throws when you use Astral Seal, Bond of Censure, Divine Bolts, or Enfeebling Strike. '''Undeath:''' The "Undeath's Ally" feat adds a Channel Divinity that lets you steal an ally's Healing Surge but grant them THP equal to that surge amount + 1/2 your level. The "Power of Undeath" feat adds +2 to Religion and lets you make Bond of Censure, Enfeebling Strike, Grasping Shards, and Lance of Faith deal necrotic damage instead of their typical type while also adding a tier-scaling damage bonus for using it. '''Vengeance:''' The "Small Vengeance" feat adds a Channel Divinity that instantly deals damage that scales by tier the instant an enemy bloodies an ally. The "Power of Vengeance" feat adds +2 to Intimidate and makes it so that anyone hit by Astral Seal, Avenging Light, Holy Strike, or Radiant Vengeance and then attacks you or an ally takes a small bit of instant damage that scales by tier. '''War:''' The "Path of War" feat adds a Channel Divinity that gives everyone a +2 to hit but -2 AC. The "Power of War" feat adds +2 to History and adds +1 to hit an unbloodied enemy with Bolstering Strike, Bond of Retribution, Priest's Shield, or Visions of Blood. '''Wilderness:''' The "Grasp of the Wilderness" feat adds a Channel Divinity that makes a small burst 1 area within 10 spaces difficult terrain, which has uses for a Controller. The "Power of the Wilderness" feat adds +2 to Nature and lets you and all nearby allies ignore difficult terrain when you use Overwhelming Strike, Recovery Strike, Sun Strike, or Valiant Strike. '''Winter:''' The "Path of Winter" feat adds a Channel Divinity that grants you and any friends a resistance to cold damage that scales by tier. The "Power of Winter" feat adds +2 to Endurance and lets Bond of Censure, Enfeebling Strike, Hand of Radiance, and Lance of Faith deal cold damage instead of whatever they used to do while also adding a tier-scaling damage bonus for using this feat.
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