I have been trying to answer this question, to which I do not know the answer. Are Jordan Domains locally connected?
In this context, a Jordan Domain is just the bounded interior of a Jordan curve.
Edit: In fact, I know the answer. It is true due to the Caratheodory Extension theorem. However, could it be proven using exclusively topological arguments?
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hearth Domain balanced compared to the other cleric subclasses?
Protectors of homes everywhere, clerics of the Hearth domain defend their party and when they rest, they protect them from evils. Gods of the hearth include Boldrei, Cyrollalee, Vesta, Berrorar Truesilver, and Frigg.
Domain Spells
Level
1st
Alarm, Sanctuary
3rd
Warding Wind, Arcane Lock
5th
Leomund’s Tiny Hut (R), Aura of Vitality
7th
Aura of Purity, Mordenkainen’s Private Sanctum
9th
Wall of Light, Hallow
Defender of the resting
After finishing a short rest within 30 feet of you, a friendly creature gains temporary hitpoints equal to your level. These are lost when the creature takes another rest.
Home Maintaince
As an action, you can touch a structure and heal it 10 hitpoints. You can do this a number of times equal to your cleric level, regaining all uses on a short rest.
Channel Divinity: Protective Mote
At level 2, as a bonus action, you can use your channel divinity to throw down a mote of magical light at a point within 60 feet of you. The mote stays at that point and emits dim light out to 30 feet. All friendly creatures have their armor classes increased by 2 while they are within 30 feet of the mote. This bonus increases to 3 at level 10 and 4 at level 19. The mote disappears if you are reduced to 0 hitpoints, or if it is targeted by dispel magic or is within an antimagic field.
Channel Divinity: Secure Building
At 6th level, while inside a structure no larger than 10,000 square feet, you can meditate for one minute, using your channel divinity to detect and expel intruders. You learn the number of hostile, neutral, and friendly creatures currently within the building. All hostile creatures must make a charisma saving throw or be teleported to a random location outside the building within 1000 feet determined by the DM. They will not be teleported to a location that would cause them immediate harm. Invisible creatures have advantage on this saving throw. For the next hour, the building cannot be teleported into except by a wish spell.
Defensive Spellcasting
At 8th level, whenever you cast a spell of first level or higher, you regain hitpoints equal to your wisdom modifier.
Punish intruders
At 17th level, whenever a creature you can see takes damage (or you take damage yourself), you can use your reaction to have them take no damage instead. If the damage was caused by a creature, that creature takes damage equal to the damage they would have dealt, ignoring resistances, vulnerabilities, and immunities either creature had. Once you use this feature you cannot use it again until you finish a long rest.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Dreams&Sleep Domain balanced compared to the other cleric subclasses?
Dreaming and sleeping might seem like the last thing to do in battle, but by infiltrating dreams one can undermine an enemies psyche, and by controlling their sleep, you can cause them to enter a slumber during the heat of combat. Gods of sleep and dreaming include Diirinka, Sehanine Moonbow, Niorun, Hypnos, and Morpheus.
Domain Spells
Level
1st
Sleep, Dissonant Whispers
3rd
Gentle Repose (R), Mind Spike
5th
Catnap, Enemies Abound
7th
Phantasmal Killer, Shadow of Moil
9th
Dream, Synaptic Static
Aura of Mental Protection
As reaction, when a creature within 30 feet of you fails a wisdom, charisma, or intelligence saving throw, you can make them reroll the saving throw and take the higher result. You can use this a number of times equal to your wisdom modifier, regaining uses on a short rest.
Sleep Optimization
For you and creatures within 30 feet of you, a long rest only requires 7 hours instead of 8. This decreases to 6 hours when you reach 19th level.
Channel Divinity: Psychic Reconnoitre
At 2nd level, as an action, you can touch an unconscious or sleeping creature and use your channel divinity to affect its dreams to tear down its mental defenses. For 8 hours after the creature wakes up, they will have disadvantage on the first wisdom saving throw, the first intelligence saving throw, and the first charisma saving throw they make. They can get rid of this effect by taking a short or long rest.
Channel Divinity: Inception
At 6th level, as an action, you can target a creature within 60 feet of your who has taken psychic damage from a spell you cast in the last minute or has failed a saving throw against a spell of the enchantment or illusion school you cast in the last minute. You use your channel divinity to create layers and layers of dreams within their mind. That creature must make a wisdom saving throw or take 4d12 psychic damage and be stunned for the next round. The creature also ages by 1d4 years. The damage increases to 8d12 at level 15. A creature who fails a saving throw against your Inception once can never be aged by it again.
Psychic Spellcasting:
Starting at 8th level, whenever you deal damage with a cleric cantrip, you deal additional psychic damage equal to your wisdom modifier.
Mental Fortress:
At 17th level, you are always under the effects of a Mind Blank spell.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?
Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.
Domain Spells
Level
1st
Cause Fear, Absorb Elements
3nd
Dragon’s Breath, See Invisibility
5th
Elemental Weapon, Fly
7th
Icestorm, Wall of Fire
9th
Wrath of Nature, Destructive Wave
Subclass Restriction
Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.
Bonus Proficiencies
You gain proficiency in martial weapons and intimidation.
Draconic Type
At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.
Red
You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.
White
The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.
Green
You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.
Blue
You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.
Black
You are immune to acid damage.
Channel Divinity: Dragonic Fear
At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.
Channel Divinity: Dragonic Transformation
At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.
Dragon Master
At level 17, you gain additional features based on your current type.
Red
You are immune to fire damage.
White
Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.
Green
Whenever a creature reduces you to zero hit points, they are poisoned for one minute.
Blue
You can cast lightning bolt twice.
Black
You can cast the acid splash cantrip as a bonus action.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Music Domain balanced compared to the other cleric subclasses?
Although usually the realm of bard, musical magic is often used by divine entities. God of music include Apollo, Bragi, Olidammara, and Milil.
Domain Spells
Level
1st
Heroism, Alarm
3nd
Calm Emotions, Enthrall
5th
Beacon of Hope, Tongues
7th
Dominate Beast, Conjure Woodland Beings
9th
Danse Macabre, Commune (R)
Bonus Proficiencies
You gain proficiency in the performance skill, and in 4 instruments of your choice. Choose one instrument you are proficient in. You double your proficiency bonus for skill checks made that involve playing that instrument.
Song Of Encouragement
Whenever you cast a spell of first level or higher that has a verbal component, choose one creature within 30 feet of you. That creature gets a bonus to one ability check, saving throw, or attack roll they make within the next minute of their choice equal to the level of the spell you cast. If they do not use the bonus within the minute it is lost. If a creature has multiple bonuses, they can only benefit from one on any given use.
Holy Voice
You are unaffected by the silence spell.
Channel Divinity: Musical Number
At second level, when you are not in combat, you can use your channel divinity to perform a 1 minute divinely inspired song and dance routine to convince/intimidate onlookers. For the next 10 minutes, you gain advantage on all charisma checks involving creatures who saw and heard your performance.
Channel Divinity: Enchant Creatures
At 6th level, you can use your channel divinity and perform a one minute song that enchants weak onlookers. At the end of the song, all creatures of CR 1/8 or lower who were within 60 feet of you during your performance must make a wisdom saving throw. Otherwise, they serve you loyally for the next hour, though they will not put themselves in immediate danger, and all enchanted creatures will stop serving you and run away if any of them take damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Epic Composition
At level 17, you can spend 10,000 gold and 100 hours to create a musical masterpiece, a scroll of sheet music with immense power. You can do this only once, though you can recreate the same piece for 1,000 gold and 10 hours if the original is destroyed. As an action when you have both hands free, you can unroll the scroll and the sound of the music will begin to play magically all around you for the next minute. You must have both hands free during the entire minute to conduct the magical music. During this minute, you cannot concentrate on spells, make attacks, or cast spells. If you are unconscious, the music ends. At the end of the minute, if the music played for the entire minute an effect occurs depending on the piece you created and the scroll is destroyed:
Also Sprach Zarathustra: All creatures, excluding yourself, within 120 feet of you take 10d10 radiant damage and are blinded until the end of their next turn. All magical darkness within 120 feet of you is dispelled. This counts as one round of exposure to direct sunlight.
Cannon in D: You cast meteor storm without expending a spell slot.
Komm Susser Todd: All creatures within 1 mile of you become telepathically linked. They can read the surface level thoughts and emotional state of any other creature in the linking, regardless of language proficiency, as long as they are in the same plane of existence. This linking lasts for 1 hour, after which, all creatures in the linking, including you, take 6d12 psychic damage. A creature killed by this damage disintegrates into orange goo.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Far Realms Domain balanced compared to the other cleric subclasses?
You worship the creatures that dwell in the infinite abyss beyond the outer planes, that most creatures cannot even comprehend. Gods of the Far Realms include Cthulu and Tharizdun.
Domain Spells
Level
1st
Arms of Hadar, Cause Fear
3rd
Magic Mouth (R), Mind Whip
5th
Clairvoyance, Hunger of Hadar
7th
Black Tentacles, Summon Aberration
9th
Antilife Shell, Contact other Plane
Bonus Proficiencies
You gain proficiency in Intelligence saving throws and Deep Speech.
Aberration Lesser Boon
You gain one of the following abilities of your choice:
As an action, you can turn your arms into tentacles, increasing your reach by 5 feet. For the purposes of grabbing objects, your reach increases by 20 feet, though you cannot attack or cast touch range spells in this range. You can transform them back into normal arms as an action.
As an action, you become slimy, slippery, and rubbery. This gives you advantage on checks to escape from grapples and restraints, and allows you to fit through spaces only 6 inches across. You can transform to solid, dry form as a bonus action.
You always know if your mind is being read. You can use your reaction to do 1d12 psychic damage per level you have to whoever is reading your mind, unless they succeed on an Intelligence saving throw.
Channel Divinity: Greater Arms of Hadar
At 2nd level, when you cast arms of hadar, you can use your channel divinity to increase the effect. When you do so, all creatures who failed their saving throw are stunned until the end of their next turn, in addition to the spell’s normal effects.
Channel Divinity: Gibbering Mouther
At 6th level, as an action when you are grappling a creature or being grappled, you can use your channel divinity to grow mouths across your entire skin. The other creature takes 4d4 piercing damage and stops grabbling you if you are the one being grappled. It becomes frightened for 1 minute. The creature can make a wisdom saving throw at the end of each of its turns to stop being frightened.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
True Form
At 17th level, when you are reduced to zero hitpoints, you can choose to briefly reveal the true form of an aberration. All creatures who can see you must make a dexterity saving throw to avert their eyes. On a failed save, they are frightened for one minute. At the end each of their turns, they can make a wisdom saving throw to stop being frightened. In addition, you regain 1 hitpoint. You can use this feature only once per long rest.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hunting&Archery Domain balanced compared to the other cleric subclasses?
You worship those who will let you pursue your prey to the ends of the multiverse. Gods of hunting and archery include Artemis, Ullr, Solonor Thelandira, and Balinor.
Domain Spells
Level
1st
Hunter’s Mark, Ensnaring Strike
3rd
Locate Animals or Plants (R), Cordon of Arrows
5th
Conjure Barrage, Haste
7th
Dimension Door, Locate Creature
9th
Swift Quiver, Hold Monster
Bonus Proficiencies
You gain proficiency in nature and in simple and martial ranged weapons.
Archery
You gain a +2 bonus to ranged weapon attack rolls.
Channel Divinity: Greater Hunter’s Mark
At second level, whenever you cast hunter’s mark, you can use your channel divinity to make the extra damage apply to all creatures who attack the targeted creature, not just you.
Channel Divinity: Tracking Beacon
At 6th level, whenever you make an attack roll with a ranged weapon, you can use your channel divinity to imbue it with tracking magic. On a hit, the target takes the usual damage. In addition, you know the exact distance, but not direction, to the target. If the target is in another plane, you know the plane. You can only have one creature tracked in this way at any one time. You can stop tracking a creature as an action.
Divine Shots
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 force damage. This increases to 2d8 damage at level 14.
Impossible Arrow
At level 17, you always have advantage on ranged weapon attacks, and your attacks ignore cover.
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