
StrayChowChow |
The existing Decay subdomain is quite lacking, in my opinion. There are so many awesome decay-like spells that it passes over. I've been playing a decay druid with a 3rd party archetype and wondered if I could accomplish a similar idea with a better 'decay'-type domain.
Decomposition Domain
Natural Cycle (Sp): You touch a corpse to rapidly decompose it and release its stored energy. A creature within 5 feet of the corpse gains temporary hit points equal to 1d4 + 1 for every 2 cleric levels you possess. These temporary hit points last for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Advanced Decomposition (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Non-skeletal corporeal undead creatures in this aura take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Dead creatures decompose at a rate of 1 day per round while in the aura. This decomposition can affect the creatures resurrection with certain spells like raise dead. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st - decompose corpse, 2nd - defoliate, 3rd - life blast, 4th - explosion of rot, 5th - bloatbomb, 6th - wither limb, 7th - nature’s ravages (greater), 8th - horrid wilting, 9th - cursed earth (famine only)
Natural Cycle is loosely based on Rebuke Death, but with a material component (a corpse) and temporary HP instead of curing damage to hopefully balance out the fact it can be used on people above 0 HP. Advanced Decomposition is based on the existing Decay subdomain's Aura of Decay, but with a bit of Decompose Corpse and Nature's Ravages in there. I'm wondering if it only working on Non-skeletal corporeal undead restricts it too much, but it also won't hurt your allies unless your allies are undead so that's a plus.
I'm wondering if the domain spells are okay. Nature's Ravages (Greater) fits great thematically but it seems so weak/useless for a 7th level spell. Similarly with Cursed Earth, but the famine only restricts it a lot. I could include the Plague option but I was trying to avoid disease and focus strictly on decaying organic matter. I was thinking of including some swarm/insect type spells (maybe summon swarm or vomit swarm instead of defoliate, insect plague instead of wither limb or nature's ravages?) because of how important they are to decomposition and possibly Destruction (instant decay instead of fire?) but I'm not sure.
Any feedback would be great! Thank you for reading :)

StrayChowChow |
Some other ideas I had for 8th level but was/am concerned about balancing properly:
- You can summon one or more swarms of scavengers with 4HD or less on corpses within 30 feet as a standard action. The swarms feed on the corpse, but can move as long as they share one 5 foot space with the corpse they're feeding on. You can use this ability for a number of rounds per day equal to your cleric level. Each additional swarm uses an additional round of this ability per combat round. These rounds do not need to be consecutive.
- You can emit a 30-foot aura of decay as a standard action. Dead creatures in the aura begin to bloat and putrefy. Creatures within 10 feet of an affected corpse much make a Fortitude saving through with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier or be sickened until they leave the aura. If a creature succeeds the saving throw, it is immune to the effect for 24 hours. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

StrayChowChow |
I'm aware there's a decay subdomain, I mentioned how I thought it was lacking in the OP. It could theoretically be a subdomain for death or repose but I didn't think the existing powers or spells for either accurately portraying a domain of decomposition (just as I believe the Decay subdomain does a very poor job of it) so I decided to give it it's own 2 abilities/domain spells. That's just a personal choice as the homebrew is meant for personal use.

Amanuensis RPG Superstar 2015 Top 8 |

The STR-penalty aura is a GM's nightmare--I'm not going to keep track of that. Should include a saving throw.
I try to stick to spells on the PRD when writing a domain/bloodline. I think the swarm spells are a fine choice, also touch of slime, maybe even some of the disease spells. I would suggest shambler as 9th-level spell.

StrayChowChow |
As a player, I didn't think about it but you're right, that does sound like a nightmare (even though it's taken straight from Decay subdomain's "Aura of Decay"). I'll revisit it, maybe use one of the other ideas I had.
I used spells I found on d20pfSRD, but PRD might be easier. I didn't see Touch of Slime before but I love it! So many good spells for that 4th level slot. Explosion of Rot, Bloatbomb, Blight, Touch of Slime. I'll take that advice into account, thanks so much :)

StrayChowChow |
Second Draft:
Decompose Domain
Natural Cycle (Sp): You touch a corpse to rapidly decompose it and release its stored energy as a full-round action. A creature within 5 feet of the corpse gains temporary hit points equal to 1d4 + 1 for every 2 cleric levels you possess. These temporary hit points last for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Putrefaction (Su): At 8th level, you can emit a 30-foot aura as a standard action. Corpses in the aura begin to bloat and putrefy. Creatures within 10 feet of an affected corpse must make a Fortitude saving throw with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier or be sickened while in range of a putrefying corpse. If a creature succeeds the saving throw, it is immune to the effect for 24 hours. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive..
Domain Spells: 1st - decompose corpse, 2nd - nature’s ravages, 3rd - life blast, 4th - touch of slime, 5th - bloatbomb, 6th - explosion of rot, 7th - wither limb, 8th - horrid wilting, 9th - shambler
Notes: nature’s ravages is a 3rd witch/4th cleric spell, bloatbomb is a 4th wizard/sorcerer/cleric/antipaladin, explosion of rot is 4th druid, and wither limb is 5th spiritualist/6th cleric/inquisitor/shaman/sorcerer/wizard/witch. Lowered spell level on nature’s ravages is intended to be balanced out by the higher level spell levels on the latter spells. There are domain spells that are lower level as domain than as class (examples: mass fly, swarm skin (vermin 5/class level 6))

Amanuensis RPG Superstar 2015 Top 8 |

I think it might be a good idea to mention how the domain powers interact with gentle repose.
The aura effect is flavorful, but maybe a bit too situational to be useful. What if it also stopped regeneration and fast healing?
The stench effect should probably gain a poison descriptor. By the way, unless otherwise noted, using a domain power is always a standard action.

StrayChowChow |
Thank you so much for all of your advice! I like the idea of stopping regeneration and fast healing. Do you think stopping all healing while in the aura would be too powerful? Or instead of stopping regen/fast healing, being nauseated instead of sickened?
I'll add that it's a poison effect and that anything that prevents decay such as gentle repose causes the corpse to not be affected by the domain powers in the next draft.