▲ 46 r/onednd

Do you use custom backgrounds for 2024 or stick with the RAW feat/ASI pairings for backgrounds?

When the game first came out, there were a lot of people talking about just using custom backgrounds to let people pick and choose which ASIs and which feats they took with backgrounds. I am curious where everyone shook out now that the dust has settled.

What does your group do?

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u/mAcular — 19 hours ago

Here's a new 2014 domain I made. The format is 2024 just for neatness. Please comment on how it stands balance wise and fun wise.

Protection Domain (Cleric)

The Protection domain is concerned with the divine art of warding others against harm. Deities who grant this domain teach that survival is not left to chance, but secured through vigilance, blessing, and the careful shaping of fate. Clerics of the Protection domain do not merely endure danger; they put their lives on the line to defend and fortify their allies against it, cloaking them in unseen safeguards that turn aside blows and steel them against peril. Their magic manifests as enduring wards that preserve life and ensure that those under their care can withstand trials that would otherwise fell them.

Gods of protection, vigilance, and guardianship often grant access to this domain, including those who defend others through endurance, foresight, or strength of arms. Examples include Helm, the Watcher; Tyr, god of justice; Ilmater, who suffers to shield others; Bahamut, the Platinum Dragon; Moradin, defender of the dwarves; Yondalla, protector of halflings; and Tempus, who honors those who safeguard their allies and preserve strength in the midst of battle.

Level 1: Protection Domain Spells

You always have the following spells prepared, gaining them at the levels listed below. They don't count against the number of spells you can prepare each day.

Protection Domain

Cleric Level Spells
1st Sanctuary, Shield of Faith
3rd Aid, Warding Bond
5th Protection from Energy, Nondetection
7th Guardian of Faith, Otiluke's Resilient Sphere
9th Circle of Power, Hallow

Level 1: Bonus Proficiencies

You gain proficiency with Heavy Armor and Martial Weapons.

Level 1: Faithful Protector

You radiate a protective aura in a 5 foot radius. The aura is inactive while you have the Incapacitated condition.

Your allies in the aura can use your AC instead of their own AC. Your AC Bonuses from effects that have a duration under 1 minute don't apply.

Level 2: Channel Divinity: Shield Other

You conjure a shield of force to block an attack targeting your ally. When another creature you can see within 60 feet gets hit by an attack, you can use your Reaction to grant them a +5 Bonus to AC against that attack, potentially causing it to miss.

Level 6: Channel Divinity: Protector's Grace

You absorb incoming energy endangering your ally and turn it back on your foes.

When another creature you can see within 60 feet takes damage from a saving throw, you can use your Reaction to grant it Resistance against one of the triggering damage types. Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, rolled as a number of d6s equal to the level of the highest level Cleric spell slot you have available.

Level 8: Divine Strike

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 damage of the same type the weapon dealt to the target. At level 14, it deals an extra Radiant damage.

Level 17: Absolute Defense

When you use your Channel Divinity: Protector's Grace, you can apply it to up to three other creatures of your choice within 60 feet.

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u/mAcular — 4 months ago

Here's a new 2014 domain I made. The format is 2024 just for neatness. Please comment on how it stands balance wise and fun wise.

Protection Domain (Cleric)

The Protection domain is concerned with the divine art of warding others against harm. Deities who grant this domain teach that survival is not left to chance, but secured through vigilance, blessing, and the careful shaping of fate. Clerics of the Protection domain do not merely endure danger; they put their lives on the line to defend and fortify their allies against it, cloaking them in unseen safeguards that turn aside blows and steel them against peril. Their magic manifests as enduring wards that preserve life and ensure that those under their care can withstand trials that would otherwise fell them.

Gods of protection, vigilance, and guardianship often grant access to this domain, including those who defend others through endurance, foresight, or strength of arms. Examples include Helm, the Watcher; Tyr, god of justice; Ilmater, who suffers to shield others; Bahamut, the Platinum Dragon; Moradin, defender of the dwarves; Yondalla, protector of halflings; and Tempus, who honors those who safeguard their allies and preserve strength in the midst of battle.

Level 1: Protection Domain Spells

You always have the following spells prepared, gaining them at the levels listed below. They don't count against the number of spells you can prepare each day.

Protection Domain

Cleric Level Spells
1st Sanctuary, Shield of Faith
3rd Aid, Warding Bond
5th Protection from Energy, Nondetection
7th Guardian of Faith, Otiluke's Resilient Sphere
9th Circle of Power, Hallow

Level 1: Bonus Proficiencies

You gain proficiency with Heavy Armor and Martial Weapons.

Level 1: Faithful Protector

You radiate a protective aura in a 5 foot radius. The aura is inactive while you have the Incapacitated condition.

Your allies in the aura can use your AC instead of their own AC. This shared AC can't exceed the AC of your Armor and Shield, plus two.

Level 2: Channel Divinity: Shield Other

You conjure a shield of force to block an attack targeting your ally. When another creature you can see within 60 feet gets hit by an attack, you can use your Reaction to grant them a +5 Bonus to AC against that attack, potentially causing it to miss.

Level 6: Channel Divinity: Protector's Grace

You absorb incoming energy endangering your ally and turn it back on your foes.

When another creature you can see within 60 feet takes damage from a saving throw, you can use your Reaction to grant it Resistance against one of the triggering damage types. Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, rolled as a number of d6s equal to the level of the highest level Cleric spell slot you have available.

Level 8: Divine Strike

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 damage of the same type the weapon dealt to the target. At level 14, it deals an extra Radiant damage.

Level 17: Absolute Defense

When you use your Channel Divinity: Protector's Grace, you can apply it to up to three other creatures of your choice within 60 feet.

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u/mAcular — 4 months ago