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Monday, May 13, 2013

More #Ravnica Guildmages as #dndnext Clerics!

This time it's the turn of Azorius, Boros, Gruul and Rakdos! Oh boy... The difficulties of these are really high, and I'm thinking about making at least one or two of the most martial ones as options for Fighters instead of Clerics.
But right now I want to try a different root that might still work. It will be a stretch, probably...
As of now I still haven't wrote or thought anything: I improvise even when I design!!
Well let's see what we can do with these guys. Starting with Gruul, dedicated to @ArtificerAlf! :)


Base Deity: None: no armor proficiency, proficiency with unarmed strike, Barbarian's Thick Hide class feature, Big Stick feature.

Big Stick: When you use Shillelagh with a two-handed weapon, you change the damage to 1d12.

Channel Divinity: Touch of Stony Doom (Monk's Ki ability), Divine Magic, Bloodrush

Bloodrush: You can expend a use of Channel Divinity as a reaction when one of your allies attacks an enemy, or when you attack an enemy. If you do, you or an ally at charging range can charge the same target (as having the Charge feat) inflicting a critical hit, but suffering an Opportunity Attack by doing so that will also be a critical hit. At 11th level, the movement of the charging subject is doubled, it has flying until the end of the turn, and it deals 3d10 extra damage.

Cantrip: Shillelagh

Domain Spells: 
1: Flaming Sphere
2: Aid
3: Call Lightning
4: Freedom of Movement
5: Move Earth

Suggested Background: Thug

Suggested Specialty: Survivor


Base Deity: Protector

Channel Divinity: Spiritual Vestment, Divine Magic, Detain

Detain: You can spend a use of Channel Divinity as an action to magically bind a creature within 10 feet. The target has Disadvantage on attack rolls and can't move more than 10 feet from you. The target can spend an action to roll a saving throw to free itself from the effect, but it has Disadvantage on the saving throw if you haven't dealt damage to it during your last turn. At 11th level, you can target any number of creatures within 10 feet.

Cantrip: Ray of Frost

Domain Spells:
1: Sleep
2: Zone of Truth
3: Hold Person
4: Air Walk
5: Hold Monster

Suggested Background: Bounty Hunter

Suggested Specialty: Defender


Base Deity: Protector

Channel Divinity: Righteous Might, Divine Magic, Battallion

Battallion: You can spend a use of Channel Divinity when you hit a target in melee. If you do so, up to two target allies that can see you can instantly take an action that must include a weapon attack against the same enemy. At 11th level, you can target up to 12 allies.

Cantrip: Guidance

Domain Spells:
1: Shield
2: Flame Blade
3: Fireball
4: Divine Power
5: Cure Wounds, Mass

Suggested Background: Soldier

Suggested Specialty: Skirmisher


Base Deity: Trickster (Skills: Intimidate, Perform, Break Object)

Channel Divinity: Vengeful Flame (Monk's Ki ability), Divine Magic, Unleash

Unleash: You can spend a use of Channel Divinity to put yourself under the effects of a Confusion spell, where the only possible results are the last two (change the dice rolls accordingly, to 50/50), and in place of an attack you can also cast a domain spell, provided you do so against the nearest target. As long as the effect lasts, you have Advantage on attack rolls and saving throws, and attacks against you and saving throws against spells you cast are made with Disadvantage. At 11th level, as long as the effect lasts you are also under the effects of a Haste spell.

Cantrip: Prestidigitation

Domain Spells:
1: Thunderwave
2: Heat Metal
3: Confusion
4: Blight
5: Flame Strike

Suggested Background: Jester

Suggested Specialty: Two-Weapon Fighter