Wednesday, July 31, 2019

Civilization Domain for Dungeons and Dragons 5th Edition

Hey Game Fans, we’re coming back to our roots for the first time in a while and working on some content for Dungeons and Dragons 5th edition. A while back we put together our Deities of Lakeport series, and it’s finally time to go back and fill in some of the mechanical details on how to play the servants of these Deities. This may take a while to push through the entire series, but we hope to get through them. This is a rough version of putting the ideas on paper, and if you all seem to enjoy these enough, we may put together a finished version for publication later.


Civilization Domain


Bannock is the Defender of the Realm and the keeper of the light of civilization. His priests fulfill two primary roles. Most keep watch over towns and cities, helping to sort out order and keep the civilized world strong. The others are much more militant, actively rooting out threats and destroying them before they can bring civilization crashing down. The clergy of Bannock are deeply rooted in the preservation of civilization of all stripes, and they will work to defend any civilization threatened by disorder and chaos.

This often prompts the question from some outsiders, as to what exactly is Civilization, and some folk see it in the towns of the river folk, or the cities of the eastern plains, but most clergy take a larger view.  Civilization to them is the shared language, values, and ideas of a group of sentients. A city or a town may be an easy to place to find some of these things, but they are not essential.  

Civilization Domain Spells


Cleric Level                     Spells

       1st                   Comprehend Languages,Sleep
      3rd                   Calm Emotions, Zone of Truth
      5th                   Beacon of Hope,Tongues
      7th                   Fabricate, Stone Shape
      9th                  Teleportation Circle, Wall of Stone

Bonus Proficiencies



When you choose this domain at 1st level, you gain proficiency with Heavy Armor and a Martial Weapon of Choice (Bannock favors Warhammers and Longswords).

Guiding Hand




Also at 1st level, you can always find your way to the nearest gathering of intelligent creatures large enough to qualify as “Civilization.” This may be as small as a migrating herd of centaurs to as large as an ancient, lost city. You can find your way unerringly to it, and have advantage on Charisma checks to gain entry to it.


Channel Divinity: Flame of Civilization




Starting at 2nd level, you can use your Channel Divinity to inspire your allies and defend the civilized world. All allies within thirty feet gain a +1 bonus to their armor class and immediately lose the following conditions: Charmed, Frightened, Incapacitated, Paralyzed, Stunned, and Unconscious (provided the ally has at least 1 hit point). The AC bonus lasts for 1 minute.

Improved Guiding Hand




Starting at 6th level, you can set a “touchstone” in any civilized location that you can always find your way back to. This prevents you from ever getting lost as long as you are on the same plane as your touchstone. Further, while in the civilized location your touchstone is in, you have advantage on all Charisma checks.

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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.


Bastion of Civilization


Starting at 17th level, you can use your action to activate an aura of fire light that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your allies in the bright light heal 5 hit points a round, automatically pass death saving throws, and gain a +1 bonus to their Armor Class. Creatures without the humanoid type and a chaotic alignment take 5 points of damage per round they spend in the aura, (this bypasses damage resistances and Immunities). 




For the Write-Up of Bannock, you can find it here

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