For my 5e game, I nabbed a bunch of additional Domains from +Samwise Seven RPG.
http://samwise7rpg.blogspot.ca/2014/10/cleric-domains-for-dungeons-dragons-5e.html
http://samwise7rpg.blogspot.ca/2014/10/cleric-domains-for-5th-edition-dungeons_23.html
Personally, I feel like Gods having a single Domain is a bit too simplistic, and doesn't really reflect how gods were worshipped historically. In the Greek/Roman religions, gods tended to have a lot of regional variation and different aspects, which were venerated depending on the location, season and activity that you were engaged in.
1st Level – Bonus Cantrip. You gain the Prestidigitation cantrip.
1st Level – Skills of the Trade. You can choose two of the following skills: Intimidation, Perception, Persuasion.
2nd Level – Channel Divinity: Barter. You gain advantage on all skill rolls associated with making a deal or trading.
Personally, I feel like Gods having a single Domain is a bit too simplistic, and doesn't really reflect how gods were worshipped historically. In the Greek/Roman religions, gods tended to have a lot of regional variation and different aspects, which were venerated depending on the location, season and activity that you were engaged in.
So in my campaign, most Gods have 1-3 different Aspects, and a player can choose which Domain they want to follow for that God. The more powerful/popular a god is, the more aspects he/she/it has.
One of the players in our game is a priest of Mael. Mael has 2 (and sometimes 3) aspects. His primary aspects are Trade and the Sea. Yes, I stole Mael from Steven Erikson. Shameless theft is an Improvisational Building Block too. Also Mael is one of the best characters in the books.
Some not-so-nice folks also worship Mael (or seek to placate him) in his aspect of the Storm.
My player worships Mael in his aspect of Trade. Temples of Mael are all over the Colony, and Mael is one of the greater gods of the Empire, since it is a ship-based neo-colonial power.
I did encounter a couple of issues with the Trade Domain as presented by +Samwise Seven RPG, so here is my modified version:
Trade Domain
Priests of Mael in his aspect of Trade are one of the most important priesthoods of the Ruywick Empire. Most cities of any size have a temple of Trade, where the priest provide legal advice, accounting and bookkeeping services, scribes and magical contracts. They advise rulers and masters of business, and act as adjudicators with legal authority to resolve trade and contractual issues.
As you would expect, the Church of Mael is incredibly rich and powerful, with influence in all parts of the Colony and the Empire.
Priest of Mael in his less-fancy robes. |
Cleric Level | 1st Domain Spell | 2nd Domain Spell |
1st | Charm Person | Expeditious Retreat |
3rd | Enhance Ability | Suggestion |
5th | Calm Emotions | Protection from Energy |
7th |
Dimension Door
| Guardian of Faith |
9th | Dominate Person | Teleportation Circle |
1st Level – Bonus Cantrip. You gain the Prestidigitation cantrip.
1st Level – Skills of the Trade. You can choose two of the following skills: Intimidation, Perception, Persuasion.
2nd Level – Channel Divinity: Barter. You gain advantage on all skill rolls associated with making a deal or trading.
This one was a little bit hard to adjudicate initially because the initial version contained "or getting yourself out of a “jam.”". That meant quite a bit more leeway on what exactly you could use this skill on, but really, it adds too much flexibility. Cutting it down to just deals and bartering makes it more manageable.
6th Level – Channel Divinity: Binding Contract. You can create a magical contract. Any intelligent creature that understands and willingly agrees to the terms laid out in the contract is effected by a Geas spell enforcing the terms of the contract until the conditions laid out in the contract are completed. The psychic damage dealt by this contract is non-fatal, but intensely painful, and can trigger up to 1/day.
The contract can be destroyed by the priest who created it, and if the contract is broken by any party (including the priest), then all parties are immediately aware that the contract has been broken, and by who.
This one is a complete replacement for the initial power, which was "create counterfeit coins" that disappear in a few hours. How fucking up the economy and making people not trust currency is a God of Trade thing completely escapes me, so I yanked it and we replaced it with this, which is much more interesting and has a bunch of in-game ramifications.
8th Level – Words Are Greater Than the Sword. Once per Long Rest you can convince a creature not to attack you. You can do this twice at 14th level.
6th Level – Channel Divinity: Binding Contract. You can create a magical contract. Any intelligent creature that understands and willingly agrees to the terms laid out in the contract is effected by a Geas spell enforcing the terms of the contract until the conditions laid out in the contract are completed. The psychic damage dealt by this contract is non-fatal, but intensely painful, and can trigger up to 1/day.
The contract can be destroyed by the priest who created it, and if the contract is broken by any party (including the priest), then all parties are immediately aware that the contract has been broken, and by who.
This one is a complete replacement for the initial power, which was "create counterfeit coins" that disappear in a few hours. How fucking up the economy and making people not trust currency is a God of Trade thing completely escapes me, so I yanked it and we replaced it with this, which is much more interesting and has a bunch of in-game ramifications.
8th Level – Words Are Greater Than the Sword. Once per Long Rest you can convince a creature not to attack you. You can do this twice at 14th level.
I'm probably going to have to replace this one too, but level advancement is slow in this game, so we'll get to that in a year or two.
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