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# D&D 5e Tweaks & Fixes ## Cleric Revised v1.1 By KireExion (a.k.a, u/Kire-Ikasu) ### Preface This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game. Use as many or as little of these revisions as you like, the Dungeon Master has final say on whether or not any of this material can be implemented into your game. ## Nature Domain **Source:** Player's Handbook. * **Nature Domain Spells:** *Re-Written* * **Acolyte of Nature:** Unchanged * **Bonus Proficiency:** Unchanged * **Channel Divinity: Charm Animals and Plants:** *Replaced* * **Dampen Elements:** Unchanged * **Divine Strike:** Unchanged * **Master of Nature:** *Re-Written* ### Nature Domain Spells *(Rewritten 1st, 3rd, 5th, 7th, and 9th level feature)* | Cleric Level | Spells | |:---:|:-----------:| | 1st | *Animal Friendship, Speak with Animals* | | 3rd | *Barkskin, Spike Growth* | | 5th | *Plant Growth, **Erupting Earth*** | | 7th | ***Guardian of Nature**, Grasping Vine* | | 9th | *Insect Plague, Tree Stride* | ### Channel Divinity: Call of the Wild *(Replaces 2nd level "Channel Divinity: Charm Animals and Plants" feature)* You can use your channel divinity to **cast the *Summon Beast* spell** (a spell in "Tasha’s Cauldron of Everything" chapter 3) without requiring material components. Whenever you do so, **the spell is cast at a spell level equal to your proficiency bonus.** \columnbreak ### Master of the Wild *(Replaces 17th level "Master of Nature" feature)* At 17th level, whenever you use your *Channel Divinity* feature to cast the *Summon Beast* spell, **you can modify it so that it doesn't require concentration**. If you do so, **the spell's duration becomes 1 minute for that casting.** ## Trickery Domain **Source:** Player's Handbook. * **Trickery Domain Spells:** Unchanged * **Blessing of the Trickster:** Unchanged * **Channel Divinity: Invoke Duplicity:** *Clarified* * **Channel Divinity: Cloak of Shadows:** *Improved* * **Divine Strike:** *Improved* * **Improved Duplicity:** Unchanged ### Channel Divinity: Invoke Duplicity *(Clarified 2nd level feature)* 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 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet 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 speak through your illusion** or 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 *(Improved 6th level feature)* Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible for **1 minute**. You become visible if you attack or cast a spell. ### Divine Strike *(Improved 8th level feature)* At 8th level, you gain the ability to infuse your weapon strikes with poison - a gift from your deity. 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 poison **or radiant damage (your choice)** to the target. When you reach 14th level, the extra damage increases to 2d8.
Kire Exion | Cleric Revisions
\pagebreak ## War Domain **Source:** Player's Handbook. * **War Domain Spells:** Unchanged * **Bonus Proficiencies:** Unchanged * **War Priest:** *Improved* * **Channel Divinity: Guided Strike:** Unchanged * **Channel Divinity: War God's Blessing:** Unchanged * **Divine Strike:** Unchanged * **Avatar of Battle:** Unchanged ### War Priest *(Improved 1st level feature)* From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, **you can make one additional weapon attack.** You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a **short rest or long rest.** ## Twilight Domain **Source:** Tasha's Cauldron of Everything. * **Twilight Domain Spells:** Unchanged * **Bonus Proficiencies:** Unchanged * **Vigilant Blessing:** Unchanged * **Channel Divinity: Twilight Sanctuary:** *Nerfed* * **Steps of the Night:** Unchanged * **Divine Strike:** Unchanged * **Twilight Shroud:** Unchanged ### Channel Divinity: Twilight Sanctuary *(Nerfed 2nd level feature)* Starting at 2nd level, At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, **you can use your reaction** to grant that creature one of these benefits: * You grant it temporary hit points equal to 1d6 plus **half your cleric level**. * You end one effect on it causing it to be charmed or frightened. \columnbreak ## Peace Domain **Source:** Tasha's Cauldron of Everything. * **Peace Domain Spells:** Unchanged * **Bonus Proficiencies:** Unchanged * **Emboldening Bond:** *Nerfed & Reworked* * **Channel Divinity: Balm of Peace:** Unchanged * **Protective Bond:** Unchanged * **Potent Spellcasting:** Unchanged * **Expansive Bond:** Unchanged ### Emboldening Bond *(Reworked and nerfed 1st level feature)* Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your **wisdom modifier**. You create a magical bond among them for **1 minute** or until you use this feature again. When any bonded creature is attacked while within 30 feet of another, the creature **can use its reaction** to roll a d4 and add the number rolled to their **AC against that attack**. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Change log * Removed changes to "Blessing of the Trickster". * Added recommended Nerfs for overpowered features such as Twilight Domain's "Channel Divinity: Twilight Sanctuary" and Peace Domain's "Emboldening Bond" features. > ##### Credits > * Made with GM Binder
Kire Exion | Cleric Revisions