Domain Expansion Rules for 5e
A Domain Expansion is one of the most supreme technique of any high tier character. It is achieved by expanding one's technique forth with innate power while using a barrier to construct it inside a separate space. The caster then imbues their technique within the barrier to complete the expansion, allowing them to deploy their ability throughout the domain.
A specific hand sign or a signal unique to the caster is required to expand someone's respective domain. From the outside, a domain's barrier is normally completely closed, making it appear as a floating black sphere that can even be moved slightly if needed.
Requirements for a Domain
To gain a domain expansion, a creature must meet the following requirements:
Level: You must be 9th-12th Level or higher.
Stat: You must have an Ability Score of 18 or higher. You will use this Ability Score and the Modifier for your Domain Expansion whenever relevant.
Using your Domain
You expand your domain as a reaction or bonus action. You can only expand your domain within an area that's a 15ft. wide and tall space or larger. If you attempt to expand your domain within an area smaller than that, it doesn't expand.
Domain Actions
You have a number of Domain Actions equal to your Proficiency Bonus, which you can take upon choosing from the options below. Only one Domain Action can be used at a time and only at the end of another creature's turn. You regain spent Domain Actions at the start of your turn.
Cantrip: You teleport up to 15 feet and cast a Cantrip that you know.
Attack Action: You can take the attack action against an enemy within range of your current weapon.
Lethal Strike (Costs 2 Actions): If you have a Lethal Domain you can use your Lethal Strike.
Active Domain Ability (Costs 2 Actions): You can use a domain ability with the Active tag.
Domain Duration
A domain expansion is the manifestation of your being and ultimate technique as a result of your training. However, most domains have a set duration that's calculated as below.
The duration of a Domain Expansion during combat is calculated as: Your Domain Expansion lasts for a number of rounds equal to three times your Proficiency Bonus.
While in your Domain, you treat it as if concentrating on a spell. However, this doesn't count as concentration on a spell.
Closing your Domain. Your Domain closes if you choose to end your concentration on it before the end of it's duration at any point, or if it reaches the end of its duration. When your Domain is closed, it all flicks away as it's absorbed back into you. When your Domain closes:
If you have a closed barrier domain all targets including you are returned to their original positions from before you expanded your domain. If you have an open barrier domain, all targets remain where they are.
Domain Collapse: Your Domain Collapses if your concentration is broken, if your Domains Barrier reaches 0 hit points, or if you failed a domain clash. When your Domain Collapses, everything appears to break down as the Domains Structures shatter and everything fades away.
When your Domain Collapses: If it had a closed barrier, you and all targets are scattered across locations within 20 feet of the domains expansion. If you had an open barrier domain, all targets remain at their current positions
If your Domain Collapses from a domain clash, you end up as a selected target for the opponents domain expansion, or return to your original location if both domains collapsed from the clash.
Drawbacks
A high-risk, high-reward maneuver, a Domain Expansion provides a great advantage at the cost of an immense amount of energy. Expanding a domain will exhaust the user's innate techniques for a short time after it disappears.
You can use your Domain Expansion for free once per long rest. If you attempt use your domain expansion outside of this free use, you must succeed on a Constitution Saving Throw DC 15 or take a level of Exhaustion. The DC for this saving throw increases by 1 every time the creature succeeds on this saving throw until the creature finally fails a save. Afterwards the process resets.
Burnout
After using your Domain Expansion, you can experience Burnout. Upon the closing or collapse of your Domain, you must succeed on a Constitution saving throw DC 15 or you become incapable of; Using your domain expansion, spellcasting of 1st level and higher, and subclass features features that require an action of any kind to use for 1 minute.
You still gain any benefits from class features and already active spells that provide passive benefits, you can still fully use your racial features, and cast cantrips that you know, and use magic items to their fullest extent during burnout.
You have disadvantage on this saving throw if your domain collapsed. And if you have used your Domain more than once between a long rest, the DC increases by 5 for each time you've done so.
If you receive up to 20 points of healing in one turn, your burnout is automatically cured.
Domain Clash
The best countermeasure against an opposing domain is to expand one's own domain. This will engage both combatants into a clash of domains where the more refined domain will conquer.
When in a Domain Clash, both characters involved in the clash must make competing rolls against each other using their relevant Ability Modifiers used for their Domains Expansion for the roll.
If the roll exceeds the roll of the competitor by 5+ or a natural 20:
The successors domain successfully expands, and the failures domain doesn't expand and they take psychic damage equal to the successors Ability Score used for their domain.
If the roll exceeds the roll of the competitor but not by 5 or more:
The successors domain successfully expands but only for half the duration it normally has, and the failures domain doesn't expand and they take psychic damage to half the successors Ability Score used for their domain.
If both rolls equal each other other by result of the roll or by both rolling a natural 1/20:
Both domains fail to expand.
You can only enter a domain clash with another creature if you're targeted by or already within the barrier of another creatures domain expansion.
If more than two creatures are involved in a domain clash, all competing creatures must roll against each individual as if it were just the two of them.
Countermeasures: Anti-Domain Techniques
A domain's Lethal Strike and Rules can sometimes be countered with durability, reinforcement, or strategy, but this is an impractical method. The only true defense against a Domains Abilities for those who cannot expand their own domain are Anti-Domain Techniques.
At 5th-8th level, you gain the ability to use Anti-Domain Techniques, when doing so, as a reaction you can harness your inner potential for a domain expansion and create a barrier around yourself for protection from a domain expansion. While using an anti-domain technique, you cannot take any actions that require the use of your hands unless you have an extra pair, you do however have the benefits listed below when using them. You can only use one of these anti-domain techniques at a time, and you must meet the requirements to use it.
Anti-Domain.
Requirements: None
You gain immunity to all of a Domains Active and Passive abilities it's Domain Actions, Rules, and immunity to soul effecting abilities and spells.
Furthermore, you gain immunity to Legendary Actions, Lair Actions, and you gain a +1 bonus to the next saving throw you make while or after using this ability.
Domineering Fortitude.
Requirement: Strength or Constitution of 16 or higher
You gain immunity to all of a Domains Active and Passive abilities it's Domain Actions, Rules, and immunity to soul effecting abilities and spells.
Furthermore, you gain temporary HP equal to twice your Level + your Strength or Constitution Ability Modifier, as you create a shield around yourself.
Shadow Reflex.
Requirement: Dexterity or Intelligence of 16 or higher
You gain immunity to all of a Domains Active and Passive abilities it's Domain Actions, Rules, and immunity to soul effecting abilities and spells.
Furthermore, creatures who attempt to attack you have -10 to their attack rolls. As you create a heavy distraction around you, like a blanket of shadows, or falling blossoms.
Hallowed Will.
Requirement: Wisdom or Charisma of 16 or higher
You gain immunity to all of a Domains Active and Passive abilities it's Domain Actions, Rules, and immunity to soul effecting abilities and spells.
Furthermore, you cannot be targeted by spells below 6th level, and spells with an area of effect simply avoid you. As you recreate a small structure of importance around you.
You can use anti-domain techniques for up to one minute, after using them you need to wait one minute before being able to use them again. When used during a Domain Expansion, however, you only need to wait one turn to regain the ability to use one again, but must make a Strength (Anti-Domain, Domineering Fortitude), Intelligence (Anti-Domain, Shadow Reflex), or Charisma (Anti-Domain, Hallowed Will) DC 15 ability check to be able to use it again before the one minute mark while inside a Domain Expansion.





















Making a Domain
To get started with making your Domain; You select an Ability Score you have that is 18 or higher, you use this ability score whenever a Domain Ability Score/Modifier is mentioned. You then select which type of domain that your character will have, Lethal or Non-Lethal. Once this has been chosen, you cannot change it. Upon choosing your type of domain, you then select your domains barrier type, you can change this later as described.
Once you have selected the what type of domain you have and what your domains barrier is, you then make the artificial terrain of your domain, you make this as a battle map or token with your DM.
You can only have one domain for your character, so when making your domain know that you cannot change things once chosen unless stated otherwise, or your DM chooses to ignore this paragraph.
When making the battle map for your domain, you make it based off of the domain barrier you have. If you have a closed domain, you can make an intricate artificial environment that has drastic effects upon your foes, such as cover, traps, and hiding spots. However, if you use an open domain, you instead create a central structure of major importance to you that you use as your conductor to alter the environment around with which your domain reaches, like a shrine, a stage, or a house.
Lethal Domains
Domains that are expanded to be lethal are constructed within a barrier imbued with the user's technique. The caster's abilities are amplified and any techniques deployed within the domain are guaranteed to hit their target. This sure-hit effect is not guaranteed to be lethal or even harmful, it could simply be a knowledge transfer that enhances the casters combat ability against their opponents.
Lethal Domains have the following abilities by default, while other abilities are listed later in the document to customize ones domain personally.
Lethal Strike. You've created a powerful attack that utilizes your technique in its most refined form. While making your domain, you choose a set of augments to apply to a specific attack of your choice from the Lethal Strike Augments list below or craft some with your DM.
Your options for a Lethal Strike can be a melee attack, a ranged attack, or spell attack or spell of 5th level or lower. When used as a Lethal Strike, the attack requires no ammunition or spell slots.
However, your Lethal Strike requires an action to use, and if it's a spell or spell attack you cast it at its lowest level (Cantrips are unaffected). If the attack is a spell or ability that can spend more/higher level resources to boost it liek divine smite, you can do so spending the resources as normal.
Your Domain. You add your Proficiency Bonus to your Armor Class, you have advantage on ability checks and saving throws. Additionally, creatures cannot hide from you within your domain.
Non-Lethal Domains
Domains that are expanded to be non-lethal are constructed within a barrier imbued with the user's technique. However, unlike lethal domains, a non-lethal domain doesn't take the same toll as the former and can be redeployed without issue even if already deployed moments ago through certain prerequisites.
The caster of the domain expands an area where their abilities shine above all others, such as their job or role within a group. This type of Domain Expansion isn't constructed to be fatal. They only force targets inside to obey the rules of the embedded techniques.
Non-Lethal Domains have the following abilities by default, while other abilities are listed later in the document to customize ones domain personally.
Non-Lethal. If your domain deals damage you or your domain cannot reduce a creature to 0 hit points within your domain.
Rules. You have infused your domain with a set of rules and conditions that your targets must follow or suffer penalty of some kind. While making your domain, you choose a set of rules from the Non-Lethal Domain Abilities List below or craft some with your DM.
Your Domain. Creatures cannot hide from you within your domain, and must abide by the rules of the domain or suffer consequences.




Domain Barrier
A Domain Expansion requires immense skill and energy to construct. Not only do they require the user to manifest a massive artificial environment, but they must be able to erect their barrier and infuse it with their technique in a timely fashion as well.
A domain can have one of the two following barrier types, and once chosen you cannot change it until you complete a short or long rest:
Closed Barrier. A domain with a closed barrier creates a black sphere centered around the caster. The barrier has an Armor Class of 15, it has a Damage Threshold equal to the casters level, it's immune to to poison and any nonmagical damage, and has a number of hit points equal to three times the casters level.
When a closed barrier domain is expanded, the caster can select any number of targets of their choice within 30 feet of them pulling them into an extra dimensional space, displacing any creatures not selected just outside the barrier. These targets cannot leave the domain through normal means as the barrier blocks them in. The only ways to escape a closed barrier domain is through planar travel or by closing or collapsing the domain.
The Barrier always appears to be a 15 foot wide black sphere on the outside. However, the inside of the domain has an artificial environment designed by the caster, and covers a radius of 10 feet multiplied by their Ability Score Modifier being used for their Domain.
The domains artificial environment could look and feel like anything, from a garden, the void of space, or a casino. The barrier of the domain is not obvious from the inside of it.
Additionally, while your domain is expanded, you can move your domains external location in a direction of your choice by 15 feet as a bonus action pushing any creature in the way of the barriers movement.
Open Barrier. A domain with an open barrier creates a terrain centered around the caster along with a structure that acts as a clear center to the domain that cannot be destroyed. This structure is something symbolic to the caster, such as a small shrine, an old well from their home, or even their own house.
When an open barrier domain is expanded, the caster forfeits their ability to choose targets that enter their domain, and instead targets all things caught within the range of their domain. These targets can leave the domain as long as they can reach the border of the domain without dying.
The Barrier appears to be an undefined sphere or circle around the structure within the domain. The Domain doesn't have an environment designed by the caster instead it can alter the area around the structure within an expanded range, the domain covers a radius of 20 feet multiplied by their Ability Score Modifier being used for their Domain.
Additionally, while your domain is expanded, you can move your domains central structure and therefore your whole domain in a direction of your choice by 15 feet as a bonus action.
Domain Abilities
After you have designed your domains artificial terrain or central structure, you select a set of abilities based off of both your set of abilities, and your Domain Type. You can select Domain Abilities either from their relevant list of abilities (Lethal or Non-Lethal), or from the list of Active/Passive Domain Abilities.
You can select a number of domain abilities equal to your Proficiency Bonus.




Lethal Domain Abilities
Lethal domains are crafted for the ultimate combat enhancement something that's meant to end an encounter as a final gambit. You select one single target spell below 6th level or specific attack like a maneuver or divine smite, when used as a Lethal Strike, the attack doesn't take up any resources and is cast at its lowest level if it uses spell slots or class resources.
This attack or spell is your Lethal Strike and you can enhance it using the list of augments below, or you can select domain active or passive abilities. You can use your Lethal Strike as an action. You select from the following abilities below for your domain or craft new ones with your DM:
When selecting your domain abilities, you must have at least one Lethal Strike Augment.
Lethal Strike Augments:
Armor-Break Strike. Your domain gives you superior strength to your targets, making their armor near useless. Your Lethal Strike completely ignores the armor your target is wearing, and if the targets armor is nonmagical it's destroyed.
Deadly Strike. You infuse your domains power into your strike enhancing its raw impact. Your Lethal Strike deals extra damage equal to twice your level when it lands.
Info Strike. You can use your domain to enter your targets minds either transfering or stealing information from their minds. When your strike a target with your Lethal Strike, you can flood their mind with 1 year worth of information Stunning them until the end of their next turn. Alternatively, you can copy and store 1 years worth of memories from your target into your own mind.
You chose the year worth of information you copy from your targets mind but you don't know what it is until the start of your next turn. Information you flood into your targets mind can be recalled accurately for up to 1 month.
Omnipresent Strike. You take advantage of your domain being an extension of yourself. When you make a Lethal Strike you make a single attack roll at all targets of your choice within your domain and make a single damage roll against all targets you hit. However, targets that are not within 15 feet of you when you use your Lethal Strike only take half the damage you rolled (rounded up).
Reaping Strike. You can use your domains power to take advantage of those close to death. If a target you strike with your Lethal Strike has less than half their hit point maximum, you deal double damage.
Siphon Strike. You can use the ichor of opponents within your domain to recover. Every time you damage a target with your Lethal Strike, you regain hit points equal to half the damage you dealt.
Soul Strike. Your attacks can target the very soul of your targets. When you use your Lethal Strike on a target, you deal extra force or psychic damage (your choice) equal to your Level, and you can now read their thoughts as if under the effects of the detect thoughts spell.
Unerring Attack. You use the advantage your domain provides you to never miss your attacks. You no longer roll to attack for your Lethal Strike, instead your Lethal Strike always hits as if it rolled just above the Armor Class of your target with advantage.
















Non-Lethal Domain Abilities
Non-Lethal Domains are crafted for the ultimate utility and trapping, something that you use to change combat up in your favor. You select a set of rules for your domain that you enforce upon all creatures of your choice within your domain, or you can select domain active or passive abilities. Creatures who disobey these rules will suffer listed consequences stated with the rules themselves.
When selecting your domain abilities, you must have at least one Domain Rule.
Additionally, if rules you select would counteract each other or both have the complex tag, they cannot be selected together.
Domain Rules:
Convalescence. Upon opening your Domain, targets you've selected all lose one level of exhaustion and recover hit points equal to your Level and can spend hit dice as an action to heal themselves further for the duration of your domain.
Duel (Complex). You select one creature within your domain for a one on one duel. You and the target now stand in a circle 5 feet apart at all times within your domain and cannot leave the circle until you finish the duel.
You and the target are given an appropriate weapon for the theme of the duel and are placed into a separate initiative with only each other. At the start of this initiative both you and the target make a single attack roll at each other, treating each others Armor Class as 10 + Proficiency Bonus instead of traditional Armor Class. Furthermore, you and the target cannot be effected by attacks and spells outside of the circle.
You and the target can receive a number of strikes equal to your Constitution Modifier. And whoever lands the last strike on their opponent first wins the duel. If you win, you recover a number of lost hit points equal to twice your level, and the losers hit point maximum is reduced by a number equal to twice your level.
If you lose, you gain nothing as your domain closes, and the target recovers a number of lost hit points equal to your level.
Gamble (Complex). Creatures within your Domain (except you) must roll three d6's at the start of each of their turns.
If a creature rolls none of the same numbers on their dice, you regain a use of one of your abilities.
If a creature rolls two of the same number on their dice, you regain two uses of one of your abilities.
If a creature rolls three of the same number on their dice, you regain three uses of one of your abilities.
If a creature refuses to roll their dice at the start of a turn, then you regain four uses of one of your abilities.
Additionally, if a creature rolls three of the same number on their dice twice during the domains duration, they are teleported outside of the domain.
If you would reach your maximum uses through this rule, you can allocate it elsewhere.
Abilities you can recover uses from through this rule: Spell Slots below 6th level, Class Features with limited uses or points, Subclass Features with limited uses or points, and Racial Abilities with limited uses.
Judgment (Complex). Upon opening your domain, you accuse creatures of your choice within your domain of a crime that they may or may not have committed. The Accused must use their turn to make a Charisma (Persuasion) check or a Charisma (Deception) check to make a convincing argument of their innocents of the crime they've been accused of. The DC for the ability to convince you is calculated as: 10 + the Severity of the punishment.
The DM selects what crime and what the severity of the crime the creature has potentially committed. At the start of your turn, depending on the severity of the crime you will give out the following punishment if they fail to convince you and are deemed guilty.
Infraction (+0): The sentenced creature subtracts 1d4 from their next roll.
Misdemeanor (+5): The sentenced creature subtracts 1d4 from their next roll and they are disarmed of their weapons and cannot cast spells for a round.
Felony-Misdemeanor (+10): The sentenced creature subtracts 1d4 from their next roll, they are disarmed of their weapons and cannot cast spells for a round, and their armor class is reduced by 5 for a round.
Felony (+15): The sentenced creature subtracts 1d4 from their next roll, they are disarmed of their weapons and cannot cast spells for a round, their armor class is reduced by 5 for a round, and your next attack that lands against the sentenced creature does triple damage.
After you have sentenced every selected creature, your Domain closes, and if the target was sentenced to a punishment the punishment takes effect. If the punishment they were dealt is below a felony, they can use their action to call for a retrial reopening your domain as if it had never closed. However, they are accused of a more severe crime of the DM choice and have disadvantage on the new Persuasion or Deception check, and cannot call for another retrial if they fail the second time.
If a creature doesn't chose to make a Persuasion or Deception Check on their turn, you decide whether they are innocent or guilty. Additionally, creatures who have been sentenced are branded by the domain in a fashion suited to the sentence and Domain User.
Motile. Creatures within your domain must move up to their full movement every turn without backtracking. If a creature doesn't use all their movement or backtracks in a turn, they are teleported to a location of your choice.
Non-Violence. All targets within your domain cannot intentionally commit violence within your domain. If a target attempts to commit violence within your domain, they instead hit only themselves with their violent action.
Stationary. Creatures within your domain are placed in a spot of your choice for the domains duration. If a creature attempts to leave this spot, they are immediately teleported back to this location and they have disadvantage on the next roll they make.
Truth. Creatures within your domain must speak only the truth. If a creature within your Domain intentionally speaks a lie, you heal for 1d12 hit point and their hit point maximum is reduced by 1d12 until they finish a long rest.
Active/Passive Domain Abilities
These are domain abilities that are neutral between Lethal and Non-Lethal Domains, you can select them when you have either one.
Active/Passive Abilities:
Charm/Frighten (Passive). Creatures of your choice within your domain must make a Wisdom saving throw at the start of every turn within your domain against your Domains Ability Score or be Charmed or Frightened (your choice).
Cleanse (Active). As a bonus action, while in your domain, you can cleanse yourself of any condition you've suffered prior to or while inside your domain. However, if you've obtained any levels of exhaustion, you can only cleanse one level of exhaustion at a time with this ability.
Conclusion (Active). You can end your Domain earlier than it's actual duration in a massive explosion. As an action, you close your domain and all targets within your domains barrier must make a Dexterity saving throw against your Domains Ability Score. A target takes a number of d8's of damage equal to half your level (rounded down) + a d8 per round of duration your domain still has left on a failed save, or half as much damage on a successful one.
The damage type of this explosion can be: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder (pick the damage type before expanding your domain).
Free Roam (Passive). You cannot be targeted with opportunity attacks while within your domain.
Heal Suppression (Passive). Targets of your choice within you domain cannot benefit from healing spells, effects, or features.
Hop (Active). You can teleport up to the remaining speed you have to an unoccupied space you can see, which takes movement as if you had moved.
Hostile Environment (Passive). Targets of your choice within your domain suffer a number of d4's damage equal to your Proficiency Bonus of a damage type that you currently resist of your choice at the start of each of your turns.
Knockdown (Active). As a bonus action, you shake the ground under targets of your choice within your domain. Chosen targets must succeed on a Dexterity saving throw against your Domains Ability Score or fall prone and take a number of d6's of bludgeoning damage equal to your Domain Ability Modifier.
Light Changing (Active). As a bonus action, you can change the light conditions of the domains environment. You can make it Bright Light, Dim Light, or Darkness, all are considered magical. You can see through the light conditions of your domain without issue.
Magic Dampening (Passive). Whenever targets of your choice are casting a spell, they must make an ability check using their spellcasting ability against your Domains Ability Score. On a failure, the targets spell fails and has no effect. If the target failed the check with a natural 1 they also lose the spell slot that they attempted to cast a spell with.
Predict (Passive). Upon opening your domain, your brain runs at high speeds making predictions of soon to come actions and events. Roll three d20s and record the numbers rolled. You can replace any roll made by a creature that you can see within your domain. These rolls are lost upon finishing a long rest or using your domain again.
Restorative Environment (Passive). Upon opening your domain, you recover a number of d6's of hit points equal to your Proficiency Bonus and you gain the benefits of a short rest. When you close your domain or your domains duration meets its end, you gain this benefit again. Creatures you designate as an ally, also gain this benefit when you do.
Recover Magic (Active). As an action, roll a d6 and regain a spell slot of that level or lower. If you have no spent spell slots of that level or lower, nothing happen. Creatures you designate as an ally, also gain this benefit when you do.
Siphoning Lash (Active). As a bonus action, you target creatures of your choice within your domain. A cord of energy or object of the domain tethers the target to you. Whenever you take damage, the target must make a Constitution saving throw against your Domain Ability Score.
On a failed save, you take half the damage (rounded down), and the target takes the remaining damage. This tether lasts for a number of damage instances that you take equal to your Proficiency Bonus.
Snaring (Active). As a bonus action, objects appear that ensnare creatures of your choice within your domain. The targets must succeed on a Strength saving throw or be restrained by the objects until the end of their next turn. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the objects fade/shrivel/break away.
Stunted Movement (Passive). Targets of your choice within your domain have their movement speed and the range of their teleportation abilities or spells halved.
Caution
This whole set of rules for domain expansions was made in the spur of the moment and then some. But if you plan to use this for your big bad, then just know that this was balanced around being a replacement for Legendary/Layer Actions, so if you make a creature with a Domain Expansion, they cannot/should not also have Legendary/Layer Actions.
They can still have Legendary Resistance though.
Feats
There are several feats that can be used as rewards for completing a quest, defeating a powerful opponent, or simply in place of items, or taken with the met prerequisites during a Ability Score Increase below.
Amplification
Prerequisite: 5th-8th Level, Anti-Domain Techniques
You have learned to wrap yourself thinly in a domain unimbued with your technique, allowing you to pour your opponent's technique into the empty space and negate it on contact.
- Choose one ability score, and increase the choosen ability score by 1, to a maximum of 20.
- When you use Anti-Domain you can use your hands and take actions freely. However, you cannot cast spells of 1st level and higher, and you cannot use any subclass features.
Complex Domain
Prerequisite: 9th-12th Level, Domain Expansion
You can increase your Domain Expansion outright power and complexity.
- Choose one ability score, and increase the chosen ability score by 1, to a maximum of 20.
- You can gain another Domain Ability of your choice, at the cost of duration. Every extra Domain Ability you take, decreases the duration of your Domain Expansion by one round.
Enduring Domain
Prerequisite: 9th-12th Level, Domain Expansion
You have gained the ability to increase your domains overall time, to fight a longer battle with home turf advantage.
- Choose one ability score, and increase the chosen ability score by, to a maximum of 20.
- You can sacrifice 1d6 hit points to increase your Domain Expansions duration by the number rounds equal to half the hit points lost (rounded up). You can repeat this as a bonus action.
Malleable Domain
Prerequisite: 9th-12th Level, Domain Expansion
You very thoroughly know how to manipulate the rules of your technique, and can very easily shift your abilities to suit the occasion.
- Choose one ability score, and increase the choosen ability score by 1, to a maximum of 20.
- Upon expanding your Domain, you can change up to three of your Domain Expansions Domain Abilities.
Parasitic Domain
Prerequisite: 9th-12th Level, Domain Expansion
You can take advantage of anothers domain expansion, and expand your own domain within theirs, while using your opponents barrier.
- Choose one ability score, and increase the choosen ability ability score by 1, to a maximum of 20.
- When you use your Domain Expansion within the barriers of another creatures Domain Expansion, instead of initiating a domain clash, you instead expand your domain and use the barrier and duration of the current domain expansion.
Protective Domain
Prerequisite: 5th-8th Level, Anti-Domain Techniques
You understand the intricacies of both domain expansions, and anti-domain techniques, and have learned how to spread your influence to protect others who cannot protect themselves in the moment.
- Choose one ability score, and increase the choosen ability score by 1, to a maximum of 20.
- Upon using an Anti-Domain Technique of your choice, you can use a bonus action on your turn, to select a number of creatures within 15 feet of you, and give them the benefits of the Anti-Domain Technique that you're currently using.
Simple Domain
Prerequisite: 5th-8th Level, Anti-Domain Techniques
You can increase the complexity of your anti-domain techniques, while keeping them simple enough to not expand a domain.
- Choose one ability score, and increase the choosen ability score by 1, to a maximum of 20.
- Choose one Active/Passive Domain Ability of your choice, whenever you use an Anti-Domain Technique that you have access to, you gain the ability to use that ability during that time. If you already have a domain expansion, you select the ability from your Domain Expansions Domain Abilities instead.
Technique Reconstruction
Prerequsite: 9th-12th Level, Domain Expansion
Using your Domain Expanion provides a heavy drawback, and potentially even technique burnout. However, there is a way to avoid this burnout, and rebuild your overheated engine of a technique.
- Choose one ability score, and increase the choosen ability score by 1, to a maximum of 20.
- Upon your Domain Expansion ending, regardless of how, you can avoid technique burnout by quickly restructering your technique from the ground up, and automatically succeed the saving throw to avoid burnout, and take 3d6 psychic damage instead.
Example Domains
Below are a set of example domains to give you an idea of what a put together domain should look like.
Ellaine Fallgrims Domain Expansion:
Obelisk of Ascension
Domain Type: Lethal Domain
- Domain Barrier: Open
- Domain Size: 100ft radius
- Lethal Strike: Sorcerous Strike (Physical)
- Domain Expansion Abilities/Augment/Rules: 4
Domain Trigger: The pinky and ring from both hands interlock with each other. Meanwhile, the middle, index, and thumb meet at the tips of each hand. And she lines her hands in a position in front of her face just under her left eye.
Domain Description: A mountain of 50,000 skulls with names etched into their foreheads and an obsidian obelisk with gold etchings erupt from the ground just behind her, and as the domain structure finishes erecting... an ethereal burning eye opens at the top of the obelisk.
Lethal Strike Augments
Omnipresent Strike. You take advantage of your domain being an extension of yourself. When you make a Lethal Strike you make a single attack roll at all targets of your choice within your domain and make a single damage roll against all targets you hit. However, targets that are not within 15 feet of you when you use your Lethal Strike only take half the damage you rolled (rounded up).
Unerring Attack. You use the advantage your domain provides you to never miss your attacks. You no longer roll to attack for your Lethal Strike, instead your Lethal Strike always hits as if it rolled just above the Armor Class of your target with advantage.
Domain Active/Passive Abilities
Conclusion (Active). You can end your Domain earlier than it's actual duration in a massive explosion. As an action, you close your domain and all targets within your domains barrier must make a Dexterity saving throw against your Domains Ability Score. A target takes a number of d8's of damage equal to half your level (rounded down) + a d8 per round of duration your domain still has left on a failed save, or half as much damage on a successful one.
The damage type of this explosion can be: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder (pick the damage type before expanding your domain).
Stunted Movement (Passive). Targets of your choice within your domain have their movement speed and the range of their teleportation abilities or spells halved.
Parrin Duskholds Domain Expansion:
Verdant Arboretum
Domain Type: Lethal Domain
- Domain Barrier: Closed
- Domain Size: 50ft radius
- Lethal Strike: Cantrip Primal Savagery
- Domain Expansion Abilities/Augment/Rules: 4
Domain Trigger: The wrists overlap and the thumbs lock to make the rough shape of a tree symbol held at the chest.
Domain Description: The domain appears as an expansive, lush garden filled with vibrant greenery, blooming flowers, and various plants. The World Tree stands tall and majestic in the center, its leaves shimmering with an emerald glow. And the air is filled with the fresh scent of nature, accompanied by the soft sounds of rustling leaves and gentle streams. The atmosphere is both calming and awe-inspiring, reflecting the beauty and power of the natural world.
Lethal Strike Augments
Reaping Strike. You can use your domains power to take advantage of those close to death. If a target you strike with your Lethal Strike has less than half their hit point maximum, you deal double damage.
Domain Active/Passive Abilities
Hostile Environment (Passive). Targets of your choice within your domain suffer a number of d4's damage equal to your Proficiency Bonus of a damage type that you currently resist of your choice at the start of each of your turns.
Knockdown (Active). As a bonus action, you shake the ground under targets of your choice within your domain. Chosen targets must succeed on a Dexterity saving throw against your Domains Ability Score or fall prone and take a number of d6's of bludgeoning damage equal to your Domain Ability Modifier.
Restorative Environment (Passive). Upon opening your domain, you recover a number of d6's of hit points equal to your Proficiency Bonus and you gain the benefits of a short rest. When you close your domain or your domains duration meets its end, you gain this benefit again. Creatures you designate as an ally, also gain this benefit when you do.
Tanya Grims Domain Expansion:
Throne World
Domain Type: Non-Lethal Domain
- Domain Barrier: Open
- Domain Size: 120ft radius
- Complex Rule: Gamble
- Domain Expansion Abilities/Augment/Rules: 4
Domain Trigger: The index and middle fingers of the right hand cross and the arm points off to the left.
Domain Description: A giant silver blue cushioned throne with a distorted table and ambient arcane symbols sprout from just around her. As she takes her seat on the throne, all targets are placed at the table and seated accordingly, with arcane papers sorted in front of them. When the creature "gambles", they read the arcane passages off of the papers aloud and regardless of their gamble or not, arcane energy flows from the papers into the throne.
Rules
Gamble (Complex). Creatures within your Domain (except you) must roll three d6's at the start of each of their turns.
If a creature rolls none of the same numbers on their dice, you regain a use of one of your abilities.
If a creature rolls two of the same number on their dice, you regain two uses of one of your abilities.
If a creature rolls three of the same number on their dice, you regain three uses of one of your abilities.
If a creature refuses to roll their dice at the start of a turn, then you regain four uses of one of your abilities.
Additionally, if a creature rolls three of the same number on their dice twice during the domains duration, they are teleported outside of the domain.
If you would reach your maximum uses through this rule, you can allocate it elsewhere.
Abilities you can recover uses from through this rule: Spell Slots below 6th level, Class Features with limited uses or points, Subclass Features with limited uses or points, and Racial Abilities with limited uses.
Non-Violence. All targets within your domain cannot intentionally commit violence within your domain. If a target attempts to commit violence within your domain, they instead hit only themselves with their violent action.
Stationary. Creatures within your domain are placed in a spot of your choice for the domains duration. If a creature attempts to leave this spot, they are immediately teleported back to this location and they have disadvantage on the next roll they make.
Domain Active/Passive Abilities
Recover Magic (Active). As an action, roll a d6 and regain a spell slot of that level or lower. If you have no spent spell slots of that level or lower, nothing happen. Creatures you designate as an ally, also gain this benefit when you do.
Cyga Savarans Domain Expansion:
Soul Fleeting Paradise
Domain Type: Non-Lethal Domain
- Domain Barrier: Closed
- Domain Size: 50ft radius
- Complex Rule: None
- Domain Expansion Abilities/Augment/Rules: 4
Domain Trigger: He holds his saber in front of him with both hands, blade pointed at his chest, and stabs himself with his blade. Expanding the Domain.
Domain Description: A palace on a cloud expands from his chest and a lofty soft paradise engulfs selected targets in healing soul soothing energy, as Cyga is stationed in the center in a similar position to a crucifixion.
Rules
Convalescence. Upon opening your Domain, targets you've selected all lose one level of exhaustion and recover hit points equal to your Level and can spend hit dice as an action to heal themselves further for the duration of your domain.
Domain Active/Passive Abilities
Cleanse (Active). As a bonus action, while in your domain, you can cleanse yourself of any condition you've suffered prior to or while inside your domain. However, if you've obtained any levels of exhaustion, you can only cleanse one level of exhaustion at a time with this ability.
Restorative Environment (Passive). Upon opening your domain, you recover a number of d6's of hit points equal to your Proficiency Bonus and you gain the benefits of a short rest. When you close your domain or your domains duration meets its end, you gain this benefit again. Creatures you designate as an ally, also gain this benefit when you do.
Recover Magic (Active). As an action, roll a d6 and regain a spell slot of that level or lower. If you have no spent spell slots of that level or lower, nothing happen. Creatures you designate as an ally, also gain this benefit when you do.