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 New 5E Domain: Charm
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TomCosta
Forgotten Realms Designer

USA
954 Posts

Posted - 23 Aug 2016 :  02:32:50  Show Profile Send TomCosta a Private Message  Reply with Quote  Delete Topic
I tried to be true to the 2E versions of the clerics of the gods below, as well as the 3E Charm domain. Comments welcome. Particularly curious if folks think its balanced. Specifically, I know at 1st level its probably giving an extra skill proficiency, but is it too much -- while Persuasion is a useful skill, Performance is not a particularly useful skill, generally speaking. Is the power of love ok, I think probably, but I'm not loving my title. Also love's idol, is it too much? It's less than the barbarian's 20th level ability, though at 17th level, you're still tier 4. (FYI, instinctive charm is basically cribbed from the wizard's school of enchantment.)

Charm Domain
The gods of beauty and the arts, joy and celebration, love and romance, and even pleasure and lust, teach that life is worth living because of the beauty found in the world and the love that draws hearts together. The clergy of Finder Wyvernspur, Hanali Celanil, Hathor, Lliira, Milil, Sharess, Sharindlar, Sheela Peryroyl, and Sune are tasked with supporting the beauty and love in the world, even when it is hidden. Most actively, create or perform works of art, organize and participate in celebrations of various sorts, play matchmaker, and provide succor to the wounded, especially when the wound is to the heart.

Charm Domain Spells
Cleric Level Spells
1st Charm person, heroism
3rd Enthrall, suggestion (a.k.a., fascinate)
5th Beacon of hope, rapture (see below)
7th Compulsion (a.k.a. song of compulsion), confusion
9th Dominate person, geas

Bonus Proficiencies
At 1st level, you gain proficiency with the net and whip.

Heavy Armor Proficiency/Unarmored Defense
At 1st level, you gain either proficiency with heavy armor or the unarmored defense class feature (as detailed below).
Unarmored Defense: While you are wearing no armor and carrying your holy symbol, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Enchanter
At 1st level, you are gain the following benefits:
• You gain proficiency with the Performance and Persuasion skills, and either painter’s supplies, sculptor’s tools (cost: 10 gp; weight: 8 lb.), or a musical instrument of your choice. You can make a Persuasion check to recall customs, including holidays.
• You use Charisma as your Spellcasting and Channel Divinity ability.
• You learn the friends cantrip.
• You add the following spells to your cleric spell list: animal friendship, disguise self, sleep, Tasha’s hideous laughter, modify memory, mass suggestion, antipathy/sympathy, dominate monster, and Otto’s irresistible dance. You also remove the following spells from your cleric spell list: inflict wounds, animate dead, meld into stone, stone shape, contagion, create undead, fire storm, and earthquake.
• When you cast magical healing spells, the target’s wounds do not scar.
• If you cast dispel magic on an area of magical silence, you may do so using only somatic components.

Channel Divinity: Divine Splendor
Starting at 2nd level, you can use your Channel Divinity to enhance your Charisma to give yourself advantage on Charisma ability checks and give targets disadvantage on saving throws against your enchantment spells for the round.

Channel Divinity: Instinctive Charm
Starting at 6th level, you can use your Channel Divinity to instinctively charm an attacking creature. When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

The Power of Love
At 8th level, when you cast an enchantment spell of 1st level or higher, you may cause a single target of the spell to remain unaware that it had been charmed after the effect ends, double the duration of the spell, or target a second creature in range with the same spell.

Love’s Idol
At 17th level, your grace and charm are without mortal peer. Your Charisma score increases by 4. Your maximum for this score is 24 now.

Rapture
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell confers a state of bliss upon its recipients for the duration of the spell, temporarily banishing all feelings of weariness, fear, nausea, or pain. Choose any number of creatures within range. You grant the targets advantage on Charisma saves and suppress the effects of levels 1-5 exhaustion and any effect causing the targets to be frightened, poisoned, or stunned. When the spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Another version of this spell, called starharp, creates a glowing harp that plays by itself and conveys the same benefits.

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 23 Aug 2016 :  13:35:10  Show Profile Send sleyvas a Private Message  Reply with Quote
hmmm, remember when there used to be a weapon called a Man-catcher....

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TomCosta
Forgotten Realms Designer

USA
954 Posts

Posted - 23 Aug 2016 :  16:53:59  Show Profile Send TomCosta a Private Message  Reply with Quote
Yeah, I thought about that and the lasso and writing those up, but punted at least for now.... I guess they would work like manacles and restrain (as the condition) the target.
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