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Creating a Character for Dominion

What you need to know (Disclaimer)

Dominion is a world ruled by magic, but that does not mean you have to be a magic user. All classes and races in Dominion have advantages and disadvantages and reading this handbook you may feel like some have more than others. This is somewhat true and as such characters made in Dominion are allowed to have homebrew regardless of it being created by the DM or not. They do however have to be approved by the DM before they can be used.
  Homebrew class options related to Dominion (such as the Ascended Cleric, Paladin and Warlock) were created as optional paths to take when creating those classes as this version of DND contains homebrew gods, factions and the mysterious Veil. Those classes most benefitted from these options and as such were given special variants. The creation of which was very carefully done and thoughtfully put together to keep them from becoming ridiculous and a lot of the options available are meant to give more roleplaying options to players in Dominion campaigns. New options may appear later if these work well, for now its just those that are available. This should not be a surprise as most source books add bonuses only for select classes. (such as Fizbans)
  If you have issues with these or ideas for new ones I'm always open to discussion on the topic of homebrew content!

Tips for Character Building in Dominion

All classes and races have their uses in DND, and its no different here. However some options may give players special situations in Dominion campaigns but are not necessary to play.   For example: An Orc or Half Orc character may be treated better than an Elf in Draconian territories, but in the human controlled cities or elven/dwarven lands receive a less friendly welcome.
  A bard might be great for some quests but terrible for other situations.
  What you chose to play does not always have to be what seems the best option for the world. It can be whatever you like!
  Chose backstory over Stats. Focusing more on a good backstory will take you farther in Dominion than asking me for a 20 in every stat. I don't dislike strong characters but if your a beastly unkillable tank with no personality, that's no fun for anyone. Prioritize your character over your stats and make something fun and compelling to interact with and we will all have a much better experience.
  Don't go crazy on lore. Your going to be a level 3 fighter, you probably haven't killed an Elder Black Dragon yet or saved a princess from a Lich-King. Set up an interesting backstory that is simple and easy to remember, and let your legend grow as you play.
  Don't be afraid to ask the DM for help, I am always happy to discuss anything related to the game and love to hear creative ideas and bounce ideas off people. If you want to know if something is ok, ask. You are always welcome to do so.
     
 

If your still having trouble try the CBMQ!

(Character Backstory and Motivations Quiz)   When I get stuck making a character I turn to the CBMQ. Its a simple set of questions I ask myself in character when I'm making characters in order to flush them out better and figure out things about their personality I may not have developed until later game sessions.  

Major Personality Questions

What is one Strength they have?
What is one Weakness they have?
What Factions are they a part of?
What gods do they worship?
What do they like?
What do they Hate?
What do they fear?
Are they Motivated by Duty or Money?
Are they Highborn or Lowborn?
What Traumas have they Suffered? What Haunts them and keeps them up at night?
What is their true passion they would commit to once the adventure ends?
What do they value most in the world?
How would your character handle Failure?
What DOES your character know about their past?
What DOESNT your character know about their past?

Minor Personality Questions

What is their favorite food?
What is their favorite drink?
Do they have an annoying Habit? (Simple Flaw)
Who, if anything, are they attracted to? (Romantic Quirk)
What is a pet peeve your character has?

Your Halfway Done!

Now, build a simple backstory around this information :)

Available Class Options

As things develop in Dominion I plan to release more of these but so far the ones I have available for play are listed below.    

Oath of the Veil Paladin

The Young Gods are the primary deities of Dominion and as such many Paladins chose to take up the protection of not only the gods, but the Veil itself. Worship of the Veil itself is not uncommon in the realm of Mystas in general, but when the Veil calls back... some truly powerful beings are born. If you believe you were born to become a Keeper and defend the realm from the mad Ascended who seek to destroy it, this class might be for you!
  Veil Paladins believe that the Veil tests its chosen through trials, and those that succeed are worthy of power. They believe that Balance lies in letting nature take its course, and that the strong survive to lead the world into a new era. They believe that the self and being true to ones self is more important than following the tenets of gods and avoiding sinful acts. Veil Paladins are free to make their own choices and answer only to their connection to their source of power.
 

OATH OF THE VEIL TENETS:

Victory by Trans-formation When change comes the weak perish, the unprepared suffer, the ready rule. Adapt to change, Overcome what ales most and discover new and greater power.
Balance by Force The natural balance always wins, it needs no keeper nor bearer, it is true immortality. Balance hurts those who cannot overcome it and rewards those who embrace it.
Virtue by Self Nothing is Sinful if it leads to Salvation. The truest paths are forged within.
Rise by Choice Power is a gift not all can handle. Of Those that can rise and those that cant fall, the Keepers of power, chosen of the Veil, rise highest and fall farthest.

OATH SPELLS

3rd Level
Oath Spells The Oath of the Veil allows the paladin to gain ANY two Oath spells available to Paladins. Two spells are gained at 3rd, 5th, 9th, 13th and 17th level.

CHANNEL DIVINITY

3rd Level
Strike of the Ridden
Using your Channel Divinity your attack is imbued with magic and deals Veil Damage instead of Physical. As nothing is immune to Veil damage this bypasses all resistances and immunities so long as the attack lands.
Veil Sense
Using your Channel Divinity you can detect any Ridden lands within 1 mile and can tell their direction, distance, and if they are above or below ground.

AURA OF PROTECTION

7th Level
Aura of the Ascended
You have a presence similar to that of the Young Gods. In Ridden areas you receive neither positive or negative effects and cannot be harmed by the magical energies of the Veil.

OATH FEATURE

15th Level
Piercing Aegis
When you wield and shield and use this ability, your shield becomes a small veil rift. While concentrated for 1 minute any magical damage you would have taken is instead absorbed by the shield. As a reaction you can fire the energy back out of the shield within the 1 minute at an enemy within 15ft dealing all collected damage as Veil Damage which cannot be blocked or resisted so long as the attack roll succeeds. Once used this cannot be used again until a long rest has been completed.
  If you don't have a shield, this ability instead grants 1d10 temporary hitpoints to the user. Once used this cannot be used again until a long rest has been completed.

AURA IMPROVEMENT

18th Level
Aura of Ascension
After leaving a Ridden area or place of high magical energy, your Aura becomes visible and godly. You have advantage on all Persuasion, Intimidation and Deception checks made for the next 24 hours. Furthermore, when entering a Ridden area roll a 1d4 and regain that many spell slots, once complete this cannot be rolled until the visible aura wears off.

OATH FEATURE

20th Level
Warden of the Veil
You are now an Ascended chosen by the Veil as an avatar of its mysterious will. As such you gain these special properties:
 
  • You have resistance to 1 type of magical damage of your choice, and immunity to 1 type of magical damage of your choice.

  • When you take magical damage you are resistant to, you regain 1d3 hitpoints. If you are hit by the magic type you are immune to, you instead project half that damage back at the caster.

  • When you cast a spell at a target you also produce magic missiles of the same amount as the spells level dealing 1d4+1 force damage each. The magic missiles only seek the spells target.

  • Using Piercing Aegis with or without a shield now grants strike of the ridden on your next weapon attack.

  • Strike of the Ridden can now be used as a reaction or cast on an ally within 30ft.

  •  

    Ascended Domain Cleric

    When the Ridden was discovered it unleashed many unknowns into Mystas. One of which was the effects of Ridden areas on creatures, plants and the earth itself. Sometimes things improved in Ridden areas but usually they worsened, spreading strange sickness and suffering to those cursed by monstrous magic that warped their very being. A new domain was founded to fight this growing threat where conventional healing didn't seem to help. The Ascended Domain features a Cleric attuned to the Veil who makes use of these potent magical energies to remove mutations, move Ridden zones, and prevent magic from being misused.    

    ASCENDED DOMAIN

    Level 1
    You gain proficiency with Veil Ritual Kits and One Cantrip from the Divination School.

    CHANNEL DIVINITY

    Level 2
    Remove Ridden
    Starting at Second level you can use your Channel Divinity to purge one creature of the effects of being Void-Ridden. As a bonus any player character who Remove Ridden is being used on can Roll a Constitution save. If the roll is over 20 or a natural 20 they keep any positive traits gained by being Void-Ridden and only lose the negatives.

    CHANNEL DIVINITY

    Level 6
    Gift of the Veil
    At 6th level, you can use your Channel Divinity to draw energy from the Veil to replenish your own. You or a targeted creature regain 1d3 spell slots.

    DOMAIN FEATURE

    Level 6
    Purge Magic
    Your connection to the Veil grants you the ability to ward off magical energy where you see fit. You gain the ability to remove all magical energy in a 30 foot radius up to 60 feet away from the caster. The Purge can be concentrated for up to 10 minutes preventing any spells from being cast when in the circle. The only creature inside the radius not affected by the purge is the caster. This ability consumes one charge of Channel Divinity.

    DOMAIN FEATURE

    Level 8
    Sapping Purge
    When you use Purge Magic on an area, you steal one spell slot from any spell caster caught in the purge area. The spell slot taken can be of 1st to 3rd level.

    DOMAIN FEATURE

    Level 17
    Keeper's Call to Arms
    Once per long rest, you and two creatures within 60 feet gain "Keeper's Call to Arms". This ability makes the users equipped weapon deal Veil Damage. Since nothing can escape the Veil, nothing is immune to it. Veil Damage bypasses all Immunities and Resistances, and attacks deal full damage to anything as long as they hit. The effect lasts for 1 minute.

     

    Pact of the Young Gods Warlock

    Are you tired of having a patron who is always bothering you? Granting you power but making you do terrible or silly things? Then why not worship an amorphous blob of magical energy that cant talk or bother you. Just take the power and go! Oh wait, you want more power and actually like a strange godly being telling you what to do? Well chose from one of many Patrons of shady or holy virtue! But hey we wont just give you some random spell... we will give you so many spell options, features and roleplay bonuses that your puny human brain will snap trying to comprehend why this isn't overpowered! Don't like dying, don't die, just become a slightly different you. Want to be a necromancer but also have friends? Worship Rahgot Zia and get a Skeleton Buddy! Want to use wild magic surge but not every time you cast a spell? Batsuura is your gal!
      Introducing Veilock! Because why be one class when you can be ALL the classes!
      Veilocks take their power directly from the Veil itself, hence their name. The gain spells based on their Alignment and can chose a Young God to take as a "mentor" rather than a Patron, who will grant them a special feature and a Cantrip. Later bonuses allow Veilocks to become more strategic and versatile fighters.  

    OTHERWORLDLY PATRON PACT

    Level 1
    The Veilock gains spells based on their alignment. (For example a lawful good Warlock can take Lawful spells and Good Spells) They gain these spells at the same rate they would in any other Pact, but can chose spells from any tree they are aligned to.
    Lvl Good Evil Neutral Chaotic Lawful
    1st Cure Wounds Burning Hands Detect Good/Evil Thunder Wave Shield
    2nd Lesser Restoration Silence Spike Growth Lightning Bolt Branding Smite
    3rd Blink Fireball Create Food and Water Stinking Cloud Daylight
    4th Aura of Life Dominate Beast Death Ward Greater Invisibility Guardian of Faith
    5th Greater Restoration Flame Strike Creation Hallow Banishing Smite

    PACT FEATURE

    Level 6
    God-bound Mentor
    You bind yourself to one of the Young Gods of your choice and learn some of their secrets. You learn one cantrip and one feature of that god by taking them as your Mentor. You also gain the ability to commune with them or seek guidance from them as if they were your Patron.
    Divine Mentor Cantrip God Feature
    Yaros Fire Bolt You Learn how to Speak Draconic
    Tancrede Druid Craft You also gain the “Find Familiar” Spell
    Enthar Mage Hand You can meditate on short rest for 1d5 temporary hit points or 1d10 on a long rest. You cannot take a watch if you choose to meditate unless you are an elf.
    Voltas Shocking Grasp You gain resistance to either Lightning or Thunder damage.
    Arlesia Guidance You can re-roll 1 Arcana check per short rest.
    Archon Prestidigitation You can re-roll 1 History check per short rest.
    Batsuura Message You can create a Wild Magic Surge as a bonus action once per short rest. Does not affect your spells.
    Emtoe Dancing Lights You can re-roll 1 persuasion check per short rest.
    Okuda Vicious Mockery You can re-roll 1 performance check per short rest.
    Velius-Ma Primal Savagery You can re-roll 1 intimidation check per short rest.
    Lupu Acid Splash You have immunity to poison and cannot become drunk.
    Akyust Thaumaturgy You can use Magical Tinkering to create one mundane magical object. (Requires Thieves' or Artisan’s Tools) Has the same properties as the Artificer skill.
    Drosz Green Flame Blade You learn how to speak either Orc or Giant.
    Rahgot Zia Toll of the Dead You can summon either a skeleton or crawling claw and can talk to the dead so long as you both speak the same language. The familiar follows your commands and will not act unless instructed.
    Silvana Light You gain darkvision up to 60ft or you can counter magical darkness once per long rest.
    Kismet Chill Touch Once per long rest you can use Pass Without Trace and it wont consume a spell slot.

    PATRON FEATURE

    Level 10
    Veil-Skin
    On a long rest you can choose one type of damage of any kind physical or magical. (you cannot chose Veil Magic) Until the next long rest, you have immunity to that damage type and your body transforms in the struck location like smoke, reforming after the strike. The Veil instead absorbs the damage you would have taken. Additionally you gain 1d3 temporary hit points if the attack was a damaging spell. If the attack has multiple damage types (Ex: Slashing + Fire) you still take the other damage types.

    PATRON FEATURE

    Level 14
    Scrambled Soul
    Your body and soul become bound to the Veil. Upon death, your body is transported into the Veil and reformed over a period of 1d20 days. Your soul remains bound to your place of death as your body is remade. The new bodies appearance is your choice but cannot be the same as it was before. Unless taken or otherwise specified, your items, clothing and equipment are lost in restoration but you retain all memories and stats you had before. The number of days it took for you to be reborn is the number of days it will take before you can use this ability again. If you die within that time period you die permanently. You also cant be reborn if the place of your death is destroyed or would immediately destroy you. (Ex: A fallen building, pool of lava, empty abyss, bottom of the ocean, etc.)

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