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# Cleric Subclass Variant Features ## Should this be used? To answer the question posed above, ask yourself the following question. Have I ever viewed X feature of this subclass as weak or even worthless? If yes then these variant features for both the Nature and Trickery domain may be of use to you. With the Nature domain I attempt to make it more applicable in settings or campaigns with very few plants or beasts to interact with. Trickery has it features improved upon as to allow them to compete for use against other spells of similar effects for less of a cost.
## Nature Domain ##### Nature Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | *Entangle, speak with animals* | | 3rd | *Animal Messenger, spike growth* | | 5th | *plant growth, Speak with plants* | | 7th | *dominate beast, grasping vine* | | 9th | *insect plague, tree stride* | ### Channel Divinity: Shield of the Wild (Variant A) 2nd-level nature domain feature (replaces Channel Divinity: Charm Plants & Animals) At 2nd level, you invoke your deity to shield you with the elements. As an action, you gain a number of temporary hit points equal to half your level (rounded up) x 5. These temporary hit points last for 1 hour, or until you use this feature again. Additionally, while you are concentrating on a spell while you still have these temporary hit points, your concentration cannot be broken as a result of taking damage so long as the damage does not exceed the remaining temporary hit points. ### Natures Ward (Variant A) 17th-level nature domain feature (replaces Master of Nature) While you are concentrating on a spell and you still have temporary hit points from your Shield of the Wild feature, as a bonus action you can allow your shield to hold concentration on the first spell instead of you so that you may cast and concentrate on a second spell. While the Shield holds concentration in this way, any damage dealt to the temporary hit points granted by the shield will force you to roll to maintain concentration on the first spell held by it. If the all the temporary hit points on the shield are lost, or the shields duration ends, then the first spell held by it also ends. \columnbreak ## Trickery Domain ### Channel Divinity: Invoke Duplicity Variant (A) Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 hour. The illusion appears in an unoccupied space that you can see within 30 ft of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. ### Channel Divinity: Cloak of Shadows Variant (A) Starting at 6th level, your deity begins to aid you by obscuring your presence from others. As an action, you become invisible for the next hour. You become visible if you attack or cast a spell. ### Cloak of Shadows Variant (B) Starting at 6th level, your deity begins to aid you by obscuring your presence from others. You can use your bonus action to become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. \pagebreak ## Change Log and Updates ### Version 1.0 (Nature Domain) * Domain spells Animal Friendship, Barkskin, and Windwall, were replaced for Entangle, Animal Messenger, and Speak with Plants * Replaced Channel Divinity: Charm Animals and Plants with Shield of the Wild, using your channel divinity as an action to gain temporary hit points and assists with concentration. * Replaced Master of Nature with Natures Ward to work with the new Channel Divinity, allowing you a method of holding two concentration spells at later levels (with enough set up for it).
### Version 1.0 (Trickery Domain) * Removed the concentration on Invoke Duplicity, hopefully allowing for more interesting uses and not having it contend with spells of similar effect. * Changed Cloak of Shadows (Variant A) from a duration of until the end of your next turn and made it last for a full hour. * Cloak of Shadows (Variant B) was changed from a Channel Divinity option to its own feature, sporting its own resource pool so that its limited effect isn't competing with other options. \columnbreak
### But what about (Y) instead of (X)? Hopefully the Variants I provided are of some worth to others, enough maybe that people might actually use this in their games. However, I know that there will always be more to improve upon, and that there may be better tweaks to these than I have suggested. So if there are any critiques or suggestions on the topic, I'd love to hear whatever you might have say on the subject. I might even come back and add on said suggestions as other alternative Variants.