Clerics as Spontaneous Casters?

Viktyr Gehrig

First Post
A lot of people say that divine magic-- as a system of calling for aid from deities or spirits-- does not make sense with spell preparation. People do not ask for specific miracles a day in advance and then apply them as needed.

The problem with spontaneous Clerics-- and Druids, to a lesser degree-- is that they have a number of spells that they'd never use often enough to choose as Spells Known, but are invaluable when needed. Nifft often refers to these as "spells disguised as class abilities". Some people try to fix this by giving Clerics Warmage-style spontaneous access to their entire spell list.

I am not the only person on these boards who thinks that that's, well... brokentastic. Clerics get a lot of very powerful spells that are only balanced by the fact that you don't know which ones will be useful every day.

Thinking about it, I think I found a compromise solution that both allows for the "spontaneous miracle" flavor, as well as allowing Clerics to access the essential spells. I think it can also be used to give Clerics considerably more variety.

Reduce the Cleric spell list to a very short list of "essential" Cleric spells: bless, bless water, atonement, and all those others which are just default for any kind of "priestly" role. They'd also get the basic "status" curatives, like negate poison, break enchantment and remove disease.

Each Cleric would also get a subset of spells based on their alignment-- things like magic circle against X. Or, this could be a function of the Alignment Domains.

Then, all the other Cleric spells are derived from the Cleric's Domains. Basically, every time a Cleric picks up a Domain, they get the granted power plus they can add those spells to their Spell List. You could either give Clerics the "Advanced Learning" class feature that Warmages have, or allow Clerics to gain more Domains as they level up.

I'm looking at doing this in my game, with Clerics gaining 1 Domain plus their Alignment domain at 1st level (including a Neutral alignment domain), then additional Domains at 6th, 11th, and 16th level Cleric. This doesn't include levels in Prestige Classes, though I may allow for more Divine PrCs to include new Domains.

Opinions?
 

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I think this is avary viable option with the potential (when combined with a custom pantheon or divinity) of adding a lot of flavor to the cleric. very similar to what I ahve done in my homebrew.

It has worked very well over the years (playtested). My home brew is essentially monothiestic with multiple doghmatic regligions.

I have been giving some thought lately to changing how domains work in my game (they are called aspects rather than domains). Having all Priests & Warlocks (good clerics are called preists, eveil ones are called warlocks) start with one aspect and then add one every 3-5 levels??

ANy thoughts on that idea??
 

BluWolf said:
I think this is avary viable option with the potential (when combined with a custom pantheon or divinity) of adding a lot of flavor to the cleric.

Hmm. Not sure you need custom religion to make it work-- I think it would do a lot for Clerics of the PHB gods.

BluWolf said:
Having all Priests & Warlocks (good clerics are called preists, eveil ones are called warlocks) start with one aspect and then add one every 3-5 levels??

It's about how I was going to work it-- two domains at 1st, but one's an alignment, and you get an additional Domain every 5th level after 1st.
 

Other than the fact that I could see some priests not really living according to an alignment domain, it seems like it'd work fine.

I'd give them two domains at 1st, their choice. Thus, if the cleric was part of a religion who worshipped Secrets and Knowledge (Vecna for example), they'd choose the Trickery and Knowledge domains at 1st level. Then, everything else would be an expansion of their primary interests.

I would also perhaps add a larger list of domains to each deity, and create some new ones to fit in some spells which don't make it into current existing domains.
 

Ferrix said:
Other than the fact that I could see some priests not really living according to an alignment domain, it seems like it'd work fine.

True enough, but otherwise, it's the only way to make sure every priest has protection from X and magic circle against X. I can scrap it without worrying about it-- I don't suppose those are too necessary.

Ferrix said:
I would also perhaps add a larger list of domains to each deity, and create some new ones to fit in some spells which don't make it into current existing domains.

Actually, I figured to go ahead and use a Spells Known chart-- just at half the values listed on Table 2-2 of Unearthed Arcana, rounded down. Also means Clerics can use Extra Spell if they must have more spells.

I do need to add Healing to a number of other powers, because I decided to skip automatic cure and inflict. Otherwise, there was simply no way to salvage it-- and it's an important Domain central to several powers' portfolios.
 

Would like to see your copy of the "core" or "universal" cleric spells.

As far as domains go, I was thinking more along the lines of 1 domain every 5 levels and only starting with 1 domain.

Too limiting???
 

I'm doing something similar in my low-magic campaign, but with only one domain (gained at 1st level) and some other changes to the priest class (modified cleric). So far it appears to work well, but that's with only one 1st-level priest pc, so it's hard to determine how it will look at higher levels.
 

What I normally warn about is "class features disguised as spells". :) And this makes me think: why not simply make them EXPLICITLY class features?

Consider the following:

Cleric
HD: d8
BAB: 3/4
Good Saves: Will, Fortitude

Spells Known: as Battle Sorcerer (like Sorcerer, but -1 at each level to a minimum of 1), but also gains bonus spells known at each level (see below).

Spells per Day: as Battle Sorcerer (like Sorcerer, but -1 at each level), gains extra spells per day for a high Wisdom.

Level -- Special
1 -- 1st Domain, Orisons, Cure Light Wounds, Bless Water
2 -- Protection from Alignment, Detect Alignment
3 -- Remove Fear, Detect Undead
4 -- Cure Moderate Wounds, Lesser Restoration
5 -- Consecrate, Augury
6 -- Magic Circle vs. Alignment, Cure Serious Wounds
7 -- Remove Curse, Remove Disease
8 -- Cure Critical Wounds, Death Ward
9 -- Restoration, Neutralize Poison
10 -- Atonement, Break Enchantment, 2nd Domain
11 -- Commune, Hallow
12 -- Forbiddance, Heal
13 -- Hero's Feast, Word of Recall
14 -- Greater Restoration
15 -- Resurrection
16 -- Holy Aura
17 -- Dimensional Lock
18 -- True Resurrection
19 -- Gate
20 -- Miracle, 3rd Domain


There. Take your Prestige Classes if you'd like, but you will lose out on lots of stuff. The class features disguised as spells have been made back into class features. :)

-- N
 

BluWolf said:
Would like to see your copy of the "core" or "universal" cleric spells.

Ask and ye shall receive. Check attachment.

I'd originally gone with more spells-- more of the curatives and such-- but with poison and disease being more or less temporary penalties that can be fixed with restoration if it becomes important, they didn't need them quite so badly.

Also, with the Spells Known chart and extra Domains, I didn't want to give them too many spells known.

BluWolf said:
As far as domains go, I was thinking more along the lines of 1 domain every 5 levels and only starting with 1 domain.

Too limiting???

It's really only a difference of one domain in the end-- a low-level Cleric can survive on one Domain and a high-level Cleric can survive on four.

I prefer starting with two because Clerics originally gain two, and so that they start with Universal spells, two Domains, and one Known. Limiting this to one Domain probably won't kill them. Clerics end up with considerably more Spells Known than a Sorceror, but fewer Spells per Day, and most Universal spells are either of limited utility or they come with XP costs.
 

Attachments


Korimyr the Rat said:
Then, all the other Cleric spells are derived from the Cleric's Domains. Basically, every time a Cleric picks up a Domain, they get the granted power plus they can add those spells to their Spell List.

In someways this could actually make clerics more powerful, at the moment a Cleric with the Strength domain can cast only one Enlarge Person a day as their Domain spell, under your system they could use any number of 1st level slots on it. Same with Invisibility for the Trickery Domain, etc.
 

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