World of Shantar D&D 5e House Rules

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Domain Details

Domain
Family
The Family domain focuses on protection and support of community and groups.

Family Domain Spells

Cleric Level Spells
1st protection from evil and good, shield
3rd protection from poison, aid
5th protection from energy, spirit guardians
7th guardian of faith, aura of life
9th circle of power, dispel good and evil

Bonus Cantrip
Blade Ward, Resistance.

Arcane Secrets
Starting at 1st level, you can choose a level 1 spell from the Wizards spell list. This spell is always prepared and you can cast it as a cleric spell of the same level. At 5th level you may choose a level 2 wizard spell and add it to your list. You may add a level 3 spell at 9th level, a level 4 spell at 13th level, and finally a level 5 spell at 17th level.

Channel Divinity: Aura of Protection
Starting at 2nd level, you can use your Channel Divinity to protect those around you. As an action, you present your holy symbol to add +2 to the saving throws of a single ally as well as yourself for one minute. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Lucky Feat
Beginning at 6th level, you gain the Lucky feat as per the Players Handbook.

Spirit Guardian
At 8th level, you gain a totemic protector spirit for those you identify with as your family, as well as your allies that you deem worthy. You create a spirit form that helps absorb damage and ward the weak. The guardian has 50 hit points, and when an ally within sight of you is damaged, you may have the spirit guardian absorb up to half the damage from the attack. You are instantly aware of any ally within 30’ that takes damage or when they are dying or dead. When the guardian reaches 0 hit points, it dissolves. The guardian is restored with full hit points after a long rest.

Spell Resistance
At 17th level, you gain spell resistance.

Secondary Domain Benefit
You gain either the cantrip Resistance or Blade Ward.

Domain
Fate
The Fate domain gives you wisdom and insight into near and distant events, as well as the guiding forces manifesting current events.
Fate Domain Spells

Cleric Level Spells
1st Sanctuary, Charm Person
3rd Guiding Bolt, Augury
5th Remove Curse, Haste
7th Locate Creature, Divination
9th Commune, Dominate Person

Bonus Proficiency
None.

Bonus Cantrip
Guidance

Disciple of Fate
Also starting at 1st level, whenever you cast a spell you can choose a target within 30' and the target can move 5' in any direction they desire, as long as they have a movement rate greater than 0.

Disciple of Insight
Also starting at 1st level, you have advantage on any rolls to determine surprise and Perception (Wisdom) skill checks, and a +2 to your passive Perception (Wisdom) rolls.

Channel Divinity: Fateful Strike
Starting at 2nd level, you can use your Channel Divinity to better estimate your opponents reactions and your allies actions.
As a reaction, you present your holy symbol and invoke your personal fate spirits to resolve an attack or skill attempt. After you have determined success or failure on a die roll you cast, you invoke your fate spirits to roll a single d20 to determine success, ignoring any consequence for advantage or disadvantage on the re-roll.  This latter roll replaces the previous outcome, for better or worse.
Alternatively, as an action, you lend your fate spirits to an ally.  They gain advantage on their next roll to determine success for failure for an attack or ability check of their choice.  This benefit must be used within 1 minute or expire.

Fateful Intervention
Beginning at 6th level, you may use your reaction to give a creature within 30 feet of you a change of fate. After a d20 die is rolled, but before the resolution, you may add or subtract 1d4 from the result.

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 to the target. When you reach 14th level, the extra damage increases to 2d8.

???
Starting at 17th Level....

Secondary Domain Benefit
If this domain is chosen as your secondary domain, you gain the Disciple of Insight feature at 2nd level.

Domain
Magic
The Magic domain encompasses the secret knowledge and power behind magic and sorcery.

You strive to understand the nature of magic and power, to unravel the mysteries and protect the secrets from those who are unworthy.

Magic Domain Spells

Cleric Level Spells
1st Detect Magic, Identify
3rd Magic Weapon
5th Dispel Magic
7th Arcane Eye
9th Scrying

Bonus Proficiency
Arcana.

Arcane Secrets
Starting at 1st level, you can choose a spell from the Wizards spell list with a level according to the table below. This spell is always prepared and you can cast it as a cleric spell of the same level. At higher levels you gain additional spells with the same benefits mentioned above.

Cleric Level Bonus Wizard Spell
1 1st level spell
3 1st level spell
5 2nd level spell
7 2nd level spell
9 3rd level spell
11 4th level spell
13 5th level spell
17 6th level spell

Sorcerer's Manipulation
Starting at 2nd level, you begin to learn the secrets of sorcery and how to manipulate the weave of magic. You gain 2 sorcery points, and you can pick a single metamagic feature from the sorcerers list to learn. You may use your sorcery points to invoke the metamagic feature you selected. You gain 1 sorcery point every 2 levels after this: 3 total at 4th level, 4 total at 6th level, etc.. You may choose a second metamagic feature at 6th level, a 3rd one at 11th level, and a 4th one at 17th level.

Channel Divinity: Spell Turning
Starting at 2nd level, you can use your Channel Divinity to capture the magic of a spell attack against you and turn it against your opponents. If you are the target or focus of a spell that requires an attack roll or saving throw, and the attack misses or you succeed in the saving throw, you can use your reaction to dispell the magic and capture the energy behind it. You capture the spell level of the spell, and no secondary effect of the spell manifests. You must concentrate and maintain concentration to hold on to the spell energy. In your turn, you may use the energy to cast a spell you know of the same level or lower.

School Mastery

At 8th level, you choose a specialty school of magic. With any spells from that school, you gain a +1 to the DC for saving throws against magic from that school, and a +1 to spell attacks when casting spells from that school.

Secondary Domain Benefit

If this domain is chosen as your secondary domain, you gain proficiency with Arcana. You may add a single 1st level spell from the sorcerers spell list to your known spells at 3rd level, and a level 2 spell to your spell list at 5th level.

Domain
Seduction
The Seduction domain focuses on both charm, influence, comfort, and manipulation.
Sun Domain Spells

Cleric Level Spells

1st  sanctuary, command
3rd charm person, disguise self
5th spirit guardians
7th freedom of movement
9th dominate person

Disciple of Seduction
Starting at 1st level, you receive proficiency with Persuasion (Charisma) and Performance (Charisma) skill checks.  If you already are proficient, you may double your proficiency bonus.

Channel Divinity: Song of Fellowship
Starting at 2nd level, you can use your Channel Divinity to charm opponents.

As an action, you present your holy symbol to charm and persuade those around you.  Target creatures you choose within 30' must succeed on a Wisdom saving throw of be charmed for the duration of your concentration up to 5 minutes.  You may only use this Channel Divinity once per short rest.

Channel Divinity: Deep Slumber
Starting at 5th level, you can use your Channel Divinity to attempt to cause opponents to fall into a deep slumber.  Effect is as per the sleep spell, but instead of 5d8, you can roll 1d8 per Cleric level to determine the total hit points.  In addition you may choose the targets you wish to effect within 30' before you roll the dice to determine the total hit points.

Divine Guidance
Beginning at 6th level, you can convince creatures within 10' of you and who shares a common language with you to redirect the focus of their attacks and rage as a reaction.  They must make a Wisdom saving throw or shift the focus of their to the target you specify.  If the target is exceedingly dangerous, or is an ally of theirs, the target creature has advantage on the saving throw.

???
At 8th level, you gain the ability to ...

???
At 17th level, you gain the feature ...

Secondary Domain Benefit
If this domain is chosen as your secondary domain, you gain the Disciple of Seduction at 2nd level.

Domain
Sun
The Sun domain focuses on the vibrant positive life force that sustains all life and is the source of souls.
Sun Domain Spells

Cleric Level Spells

1st  bless, cure wounds
3rd lesser restoration, spiritual weapon
5th revivify, daylight
7th death ward, fire shield
9th mass cure wounds, raise dead

 

Disciple of Healing
Starting at 1st level, the spells you cast can heal your allies as well. When you cast a spell of 1st level or higher, you may choose a target within 20 feet of you before or after the spell is resolved. The target is healed a number of hit points equal to the spell level + your Wisdom modifier.

Disciple of the Sun
Also starting at 1st level, your evocation (fire and cold) spells are more effective. Whenever you use an evocation spell with a subtype of fire or cold of 1st level or higher to damage a creature, you cause additional damage equal to your Wisdom modifier.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: Solar Blast
Starting at 2nd level, you can use your Channel Divinity to strike nearby creatures with fire and light.  You may use this Channel Divinity only once per short rest. As an action, you present your holy symbol and evoke solar energy that causes radiant damage to nearby opponents. You can choose 1 creature within 30 feet of you that you can perceive.  A target takes 3d8 + your cleric level radiant damage on a failed save, or half as much damage on a successful one.  They can attempt a Constitution saving throw for half damage. Undead and oozes have disadvantage on this saving throw. This effect dispels any darkness in its area that was created by a spell.
The spell’s damage increases by 1d8 when you reach 9th level (4d8), and 15th level (5d8).  You may choose additional targets as you advance in cleric level.  At 3rd level (2 targets), 6th level (3 targets), 12th level (4 targets), 18th level (5 targets).

Healing Boon
Beginning at 6th level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your wisdom bonus. This does not apply to your disciple of healing feature.

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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Corona of Light
At 17th level, you gain the feature Corona of Light as detailed on Page 61 PHB.

Secondary Domain Benefit
If this domain is chosen as your secondary domain, you gain the Channel Divinity: Preserve Life at 2nd level.

Domain
Waves
The Waves domain focuses on both the great seas of the world, as well as the great astral sea. It hides within it both death and resurrection.

Waves Domain Spells

Cleric Level Spells
1st Inflict Wounds, Sleep
3rd Ray of Enfeeblement, Hold Person
5th Revivify, Speak with Dead
7th Blight, Death Ward
9th Raise Dead, Antilife Shell

Bonus Proficiency
None.

Bonus Cantrip
Guidance

Disciple of Wounding
Also starting at 1st level, your Inflict Woulds spells are more effective. Whenever you use an Inflict Woulds spell, the creature suffers additional hit point damage equal to 2 + the spell’s level.

Channel Divinity: Dirge of Repose
Starting at 2nd level, you can use your Channel Divinity and present your holy symbol to inflict wounds on your opponents and cause fear. Pick any number of targets within 15 feet of you. Each target must make a Constitution saving throw. On a failed save, each target takes 2d10 plus your level in damage and is Frightened for one minute. On a successful save the target takes half the damage. A creature that has total cover from you is not affected.

Channel Divinity: Cleansing Wave
Starting at 5th level, you can use your Channel Divinity to remove inflictions and free allies.
As an action, you present your holy symbol and evoke radiant energy that can removes curses and conditions. Choose any creatures within 30 feet of you. Each creature you select may immediately attempt another Wisdom or Constitution saving throw against the original DC for each condition or spell that afflicts them that required a Wisdom or Constitution saving throw. If they succeed, the affliction or curse no longer affects them. If they do not succeed, they can not try to remove other conditions using this benefit. Any condition or spell that was not removed from the first Channel Divinity: Cleansing Wave effect can not be removed in a future invocation by anyone.

Ancestral Boon
Beginning at 6th level, you receive ancestral wisdom from those who walked in power before you. Choose a single spell from the Sorcerer or Warlock spell list that is 3rd level or lower. You always have this spell prepared, and it does not use one of your spell slots.
If the chosen spell is a necromancy spell, you may cast it using your Channel Divinity instead of a spell slot or spell points once per day.

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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Resurrection
Starting at 17th level, when you would normally die to non-natural causes, you have a chance to resurrect automatically. You sit in judgement under your god/goddess in the afterworld. If you succeed in a wisdom roll DC 20 you are resurrected when the light the next mornings sun touches your body. You also automatically heal any injuries, and any poisons and conditions are neutralized. If you are less then half your total hit points, you are restored to half your hit points.
This benefit also dramatically increases your lifespan and slows aging. Your maximum lifespan for determining age is doubled. However, you will only die of natural causes if you do not succeed on a Wisdom roll of 20 on the anniversary of the day of your normal death.

Secondary Domain Benefit
If this domain is chosen as your secondary domain, you gain the Channel Divinity: Dirge of Repose at 2nd level.