I am hoping to start running Dragon Heist in the near future (leading in to Dungeon of the Mad Mage) and would like to make the Unearthed Arcana City Domain available to users. While it introduces limited firearms, I think some changes will be necessary to make it fit the setting - I think it's just the features below (though I am happy to be persuaded otherwise). What would a fair replacement be?

What probably needs to go?

  • The sidearm proficiency
  • Spells: On/Off, Remote Access, Protection from Ballistics, Shutdown
  • \$\begingroup\$ Have you read the dragon heist adventure through yet? I am not sure that side arm proficiency is a problem. Suggest taking a more detailed look and revising the question. \$\endgroup\$ Dec 27, 2018 at 18:01
  • \$\begingroup\$ As phrased, this seems to be an attempt to brainstorm ideas for your homebrew, which isn't what SE is suited for. \$\endgroup\$ Dec 27, 2018 at 19:12
  • \$\begingroup\$ Apologies, you're quite right, in retrospect there is no right answer for this, so I should have asked elsewhere. If you can think of a way to reframe the question in a useful way, feel free to edit. \$\endgroup\$ Dec 29, 2018 at 10:24

1 Answer 1


The City Domain is aimed at clerics in modern cities, so it's hardly suitable for Dragon Heist.

Regardless of which features remain, most of them will be near-useless in a classic setting such as the one from Dragon Heist. If you want a "middle-age-fantasy city domain", you'll mostly have to homebrew (although you can certainly take inspiration from the UA domain).

Either way, let's take a look at the features gained by the domain:

  • Domain spells: >50% of the spells refer to modern technologies, like computers or firearms, and are therefore unsuited for a classic fantasy setting.
  • Bonus cantrip: same thing.
  • Bonus proficiencies: same thing, although "land vehicle proficiency" is also a thing in classic settings. But for real, how often do you use vehicles in your campaign? Mostly to travel between towns, in which case you can hire a guy. Unlike in modern times, you don't chase bad guys with your vehicle, since horses without a vehicle attached are simply a lot faster.
  • Heart of the City: works fine.
  • CD: Spirits of the City: not entirely useless, but flavorwise not particularly well-suited and not as effective as it would be in a modern city.
  • Block Watch: works fine.
  • Divine Strike: works fine.
  • Express Transit: depends on if you have bus stops in Waterdeep (just kidding, it's useless)

As you can see, most features are useless in a classic fantasy setting like Waterdeep. Sure, some are valid, but I highly doubt that any of your players will want to use a domain that's unuseable 60% of the time.

If you do want to provide a "city domain" option for your players, I suggest you make a homebrew subclass. That goes along the lines of what you're already asking, but RPG SE doesn't design homebrew starting from zero. Once you've got a first draft, you can ask for help on improving it.

  • \$\begingroup\$ NB that though they’re rare, there are firearms in the Forgotten Realms, especially along the Sword Coast. Gond’s priests make them. \$\endgroup\$ Dec 27, 2018 at 20:02
  • 1
    \$\begingroup\$ @SevenSidedDie especially in the AP in question, where they're kind of a big deal. (At least they were pretty impactful when I ran it.) \$\endgroup\$
    – nitsua60
    Dec 28, 2018 at 3:08
  • \$\begingroup\$ Many thanks for the response and comments. I will have a look through the adventure for sidearms - I had seen that the adventure featured gunslingers. \$\endgroup\$ Dec 29, 2018 at 10:27

Not the answer you're looking for? Browse other questions tagged .