Dungeons & Dragons Cleric Subclass: The Power Domain

Greetings, readers!
Today’s entry is not a short story. I am acting today as Dungeon Master for a Dungeons & Dragons campaign, and as a result I’ve had to spend my writing time preparing. As a result, I’ve decided to present the rough draft of a homebrew Cleric subclass that I formulated last week.
This is very different from my regular postings, so for that, I apologize. I hope some of you enjoy it regardless.


Power Domain
Gods of magic and elemental might possess a raw, glorious strength which they can pass on to their devoted. Clerics that follow such a deity have access to the Power Domain, a potent portfolio that allows them to draw on the elemental strength of their deity to strengthen their spellcasting potential.
Deities whose portfolio includes magic or whose focus is on an element of nature are all appropriate providers of the Power domain.

Power Domain Spells

Cleric Level Spells
1st guiding bolt, magic missile
3rd scorching ray, shatter
5th fireball, lightning bolt
7th ice storm, wall of fire
9th flame strike, telekinesis

Bonus Cantrip
When you choose this domain at 1st level, you may gain a cantrip that you don’t already know from the Sorcerer or Warlock spell list, so long as that spell requires a damage roll. It becomes a cleric cantrip for you.

Soul Casting
Also at 1st level, whenever you cast a Cleric spell, you may choose whether to use your Wisdom or your Charisma modifier as your spellcasting ability.

Signature Element
Finally, at 1st level, choose acid, cold, fire, force, lighting, necrotic, psychic, radiant, or thunder damage, as is appropriate to your deity. If a cleric spell you cast would deal damage, you may choose to have it deal damage of the chosen type instead.

Channel Divinity: Well of Power
Starting at 2nd level, you can use your Channel Divinity to restore spell slots to yourself or another willing creature that you can touch.
You or a creature you touch regains an expended spell slot, with a level equal to the number of charges of Channel Divinity you expend to restore it. For example,  you may restore a spell slot of the 1st level by spending one use of Channel Divinity, or of the 3rd level by expending three uses.
Starting at 9th level, each use of Channel Divinity you expend this way can restore up to two levels worth of spell slots, though you can never restore more than two spell slots with one use of Channel Divinity.
This ability does nothing if the target has no spell slots to restore.

Boundless Energy
Starting at 6th level, whenever you cast a spell of 2nd level or higher, you regain an expended spell slot of the 1st level. If the spell you cast is of the 6th level or higher, you may instead regain an expended spell slot of the 2nd level.

Potent Spellcasting
Starting at 8th level, you add your Wisdom or your Charisma modifier to the damage you deal with any cleric cantrip.

Might of the Divine
At 17th level, you chose three spells from the Sorcerer or Warlock spell lists, one from each of the following levels: 7th, 8th, and 9th. The spells you choose must require you to roll damage dice. Add them do your domain spell list.
When you cast a domain spell, you may use both your Wisdom and your Charisma as your spellcasting ability modifiers.
Additionally, you may add both your Wisdom and your Charisma modifiers to the damage you deal with any cleric cantrips.

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