Dungeons & Dragons 2024
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Overview
This section describes how to adapt Dungeons & Dragons (5th Edition) rules for this setting.
Classes
- Artificer
- Called Paragon of Craft
- Requires an Integral origin
- Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed
- Barbarian
- Variety of Paragon of War
- Requires an Integral origin
- Path of Berserker, Path of Totem Warrior allowed
- Bard
- Called Orison of the Third Court (or just Orison)
- Requires a Strange origin or Strange Pact
- College of Lore, College of Valor allowed
- Cleric
- Called Herald of [[Domain]] where the domain is one of the nine Integral designs
- Requires an Integral origin
- All domains gain proficiency with heavy armor and martial weapons
- Autumn Domain
- Cannot use spells from Spring Domain unless they are also in Autumn Domain
- Can only divine information about the domain
- Cannot use spells that deal damage unless that damage is necrotic, which is increased by 1 die size
- All summoned creatures are wraith servitors
- Learn chill touch in addition to other cantrips
- 1st level domain spells: inflict wounds, ray of sickness
- 2nd level domain spells: blindness/deafness, ray of enfeeblement
- 3rd level domain spells: animate dead, speak with dead, stinking cloud
- 4th level domain spells: death ward, blight
- 5th level domain spells: antilife shell, contagion, cloudkill, raise dead
- 6th level domain spells: harm
- 7th level domain spells: finger of death
- Reaper (1st level): Learn all necromancy cantrips, your necromancy cantrips can instead target a 10' square
- Channel Divinity: Touch of Death (2nd level): You can spend a channel as a bonus action to deal extra damage on a melee attack equal to 5 + 2 x level
- Inescapable Destruction (6th level): Your necrotic damage ignores necrotic resistance and you reroll 1s on necrotic damage dice
- Autumn Strike (8th level): Your melee attacks deal +1d8 necrotic damage
- Improved Autumn Strike (14th level): Your melee attacks deal +2d8 necrotic damage
- Improved Reaper: All of your necromancy spells that effect a single target can instead target a 10' square
- Day Domain
- Cannot use spells from Night Domain unless they are also in Day Domain
- Can only divine information about the domain
- Cannot use spells that deal damage unless that damage is radiant, which is increased by 1 die size
- All summoned creatures are angel servitors
- Learn light in addition to other cantrips
- 1st level domain spells: charm person, faerie fire
- 2nd level domain spells: hold person, see invisibility, suggestion, zone of truth
- 3rd level domain spells: daylight, hypnotic pattern
- 4th level domain spells: guardian of faith, dominate beast
- 5th level domain spells: dominate person, geas, hold monster
- 6th level domain spells: mass suggestion, sunbeam, true seeing
- 7th level domain spells: mordenkainen's sword (radiant)
- Gain proficiency with insight and persuasion
- Channel Divinity: Radiance of the Dawn (2nd level): as the feature
- Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
- Potent Spellcasting (8th level): as the feature
- Corona of Light (17th level): as the feature, but only applies to radiant damage
- Destiny Domain
- Can only cast spells that appear on their domain list
- Domain cantrips: blade ward, guidance, mage hand, true strike
- 1st level domain spells: bane, bless
- 2nd level domain spells: augury, locate object
- 3rd level domain spells: blink, clairvoyance
- 4th level domain spells: freedom of movement, locate creature
- 5th level domain spells: legend lore, scrying
- 6th level domain spells: find the path, true seeing
- 7th level domain spells: reverse gravity, sequester
- 8th level domain spells: demiplane
- 9th level domain spells: foresignt, time stop
- Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
- Favored Fate: Gain advantage on saving throws
- Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
- Anchored (6th level): You are immune to forced movement
- Ageless (8th level): You no longer age
- Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
- Form Domain
- Can only divine information about the domain
- Cannot use spells that deal damage unless they deal force or physical damage which deal +1 die of damage
- All summoned creatures are elemental servitors
- Gain the mending cantrip
- 1st level domain spells: animal friendship, create or destroy water
- 2nd level domain spells: barkskin, spike growth
- 3rd level domain spells: conjure animals, meld into stone, water breathing
- 4th level domain spells: control water, stone shape
- 5th level domain spells: insect plague, wall of stone
- 6th level domain spells: move earth
- Gain proficiency in animal handling, nature, and survival
- Channel Divinity: Charm Animals and Plants (2nd level): as the feature
- Dampen Elements (6th level): as the feature
- Hardened Strike (8th level): Your weapon attacks ignore physical resistance
- Master of Nature (17th level): as the feature
- Night Domain
- Cannot use spells from Day Domain unless they are also in Night Domain
- Can only divine information about the domain
- Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 die of damage
- All summoned creatures are devils
- 1st level domain spells: burning hands (acid), hex (poison)
- 2nd level domain spells: darkness, darkvision
- 3rd level domain spells: fear, nondetection
- 4th level domain spells: evard's black tentacles, phantasmal killer
- 5th level domain spells: dominate person, hold monster
- 6th level domain spells: eyebite (panicked)
- Gain proficiency with insight and intimidation
- Channel Divinity: Cloak of Shadows (2nd level): as the feature
- True Darkvision (6th level): You can see in magical darkness
- Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
- Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
- Druid
- Fighter
- Monk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Warlock
- Wizard