Daily Archives: April 9, 2015

En Khoda Theos Kirk – Part 2

So, I was hoping that there would be rules for Elemental Domains in the Elemental Evil adventure and was disappointed. That said, one of my players is playing a Dorje of the Great Dragon of the Air so I’ve been coming up with Domains for these four Domains of the En Khoda Theos Kirk.

Part One

The Dorje of the En Khoda Theos Kirk are highly attuned to the Mysteries of the Great Elementals. Each Dorje chooses (or, perhaps more accurately, is chosen by) one of the Great Dragons and leads their Kirks or Vihara in the worship, veneration, and contemplation of that particular Great Dragon.

At 1st level, like other clerics, all Dorje are trained in the use of Light and Medium Armor, Shields, and Simple Weapons. They are also granted the Blessing of their Great Dragon, and the player is allowed to choose one Blessing, and then gain later features as they advance in level.

Blessing of the Great Dragon of the Air

  • Bonus Cantrip: Gust
  • Extra Weapons: Blowgun, Warfan
  • Feature: Missiles always have Disadvantage to Attack. Additionally, if unarmored, the Dorje gains half their Wisdom bonus as an AC bonus.
  • Bonus Spells at various levels:
    • 1stAbsorb Element, Thunderwave
    • 3rdGust of Wind, Warding Wind
    • 5thFly, Windwall
    • 7thConjure Minor Elementals, Stormsphere
    • 9thControl Winds, Conjure Elemental

Blessing of the Great Dragon of the Earth

  • Bonus Cantrip: Mold Earth
  • Extra Weapons: Warhammer, Maul
  • Feature: The Dorje is unencumbered by metal armor, and may add their Wisdom bonus to any Bludgeoning damage done with melee weapons.
  • Bonus Spells at various levels:
    • 1st Absorb Element, Earth Tremor
    • 3rd Earthbind, Maximillian’s Earthen Grasp
    • 5th Erupting Earth, Meld into Stone
    • 7th Conjure Minor Elementals, Stoneskin
    • 9th Conjure Elementals, Transmute Rock

Blessing of the Great Dragon of the Fire

  • Bonus Cantrip: Control Flame
  • Extra Weapons: Shortsword, Warspear
  • Feature: The Dorje has Advantage on saves against Fire or Flame, and they may ignore the Fire damage equal to their Wisdom bonus each round.
  • Bonus Spells at various levels:
    • 1stAbsorb Element, Burning Hands
    • 3rdAgannazar’s Scorcher, Flaming Sphere
    • 5thMelf Minute Meteors, Fireball
    • 7thConjure Minor Elementals, Fire Shield
    • 9thConjure Elementals, Immolation

Blessing of the Great Dragon of the Water

  • Bonus Cantrip: Shape Water
  • Extra Weapons: Longknife, Trident
  • Feature: The Dorje has Waterbreathing for themselves and does not suffer from an penalties for moving or swimming through water, even if wearing Medium armor.
  • Bonus Spells at various levels:
    • 1st Absorb Element, Ice Knife
    • 3rd Blur, Melf’s Poison Arrow
    • 5th Sleet Storm, Wall of Water
    • 7th Conjure Minor Elementals, Vitriolic Sphere
    • 9th Conjure Elementals, Cloudkill

Elemental Wrath

At 2nd Level, the Dorje can use their Channel Divinity ability to summon the ferocity of the Great Dragon that they serve. When rolling specific damage types (Earth – Acid, Fire – Fire, Air – Thunder, Water – Poison) they can do maximum damage instead of rolling their damage.

Dragon’s Scale

At 6th level, when the Dorje or a creature within 30 feet of them takes a specific type of damage (Earth – Acid, Fire – Fire, Air – Thunder, Water – Poison) the Dorje can use a Reaction to grant them Immunity to that instance of damage.

Divine Strike

At 8th level, the Dorje can imbue their weapons with the essence of the Great Dragon that they serve. Once on each turn, when the Dorje hits an opponent with weapon attack they can deal an additional 1d8 damage based on the Great Dragon they serve (Earth – Acid, Fire – Fire, Air – Thunder, Water – Poison). When the Dorje reaches 14th level the damage increases to 2d8.

Dragon’s Roar

At 17th level the Dorje can use an action to channel the presence of the Great Elemental Dragon that they serve, causing those around them to either become awestruck or frightened. This affects all hostile creatures with a 60′ radius, causing them to become Charmed (if attempting Awe) or Frightened (if attempting Fear) on a failed Wisdom saving throw. This effect last for one minute, or until Concentration is lost, which ever come first. If a creature makes their save, they are immune to this ability for the next 24 hours.

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