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homebrew Cleric Changes discussion
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<blockquote data-quote="Lanliss" data-source="post: 7096141" data-attributes="member: 6801219"><p>My world has a separate force, Chaos, that tends to lace itself into all sorts of things. A village might have a Chaos Blight on their wheat for example, making it immune to a simple restoration by way of being ever changing. It would probably just evolve during the Restoration. The same sort of thing can happen with diseases can poisons, though poisoners have learned to look for the signs of particular poisons as they appear in various creatures. One week a Toad Skin poison might be the most deadly, next week it is soup with powdered Dove feathers. weird stuff, but these changes stop a simple Restoration from being an answer to all the worlds problems. At best, the village will be immune to the common cold, or one of the other 6 diseases that hasn't been warped yet. Chaos-laced-diseases and poisons have a DC to restore, so the most an at-will restoration will allow is multiple attempts at the DC, which slowly goes up as it adapts to each failure. </p><p></p><p>That said, I wouldn't have an issue with changing it, since these are all Draft-phase anyway.</p><p></p><p>As far as spells, they still have the Mystic Arcanum that gives them access to those spell levels, they just don't have them on demand for upcasting spells like Cure wounds. That is part of the gap that some of the invocations cover, like the Life aura that gives a small amount of healing. I don't expect it will hurt the game too much, but that is just a hunch. I don't have any proof to back it up.</p><p></p><p>On turning Undead, I can't quite figure out a change I like for that. I can understand it existing, as something like a spell, but am seriously considering just removing it entirely. I like the Command Undead Invocation I came up with, as that makes it feels interesting, but the base ability is so flat and boring. I will also probably add various tiers of invocations for things like fiends and monstrosities. For example, Turn Beasts could be grabbed without a prerequisite, while Turn Fiends is something like a 9th level requirement. This would at least spread the ability a bit more, so it doesn't only take effect in 1% of the character's career. It would also allow for a kind of Holy Hunter character, setting their "Turn" to their chosen enemy.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7096141, member: 6801219"] My world has a separate force, Chaos, that tends to lace itself into all sorts of things. A village might have a Chaos Blight on their wheat for example, making it immune to a simple restoration by way of being ever changing. It would probably just evolve during the Restoration. The same sort of thing can happen with diseases can poisons, though poisoners have learned to look for the signs of particular poisons as they appear in various creatures. One week a Toad Skin poison might be the most deadly, next week it is soup with powdered Dove feathers. weird stuff, but these changes stop a simple Restoration from being an answer to all the worlds problems. At best, the village will be immune to the common cold, or one of the other 6 diseases that hasn't been warped yet. Chaos-laced-diseases and poisons have a DC to restore, so the most an at-will restoration will allow is multiple attempts at the DC, which slowly goes up as it adapts to each failure. That said, I wouldn't have an issue with changing it, since these are all Draft-phase anyway. As far as spells, they still have the Mystic Arcanum that gives them access to those spell levels, they just don't have them on demand for upcasting spells like Cure wounds. That is part of the gap that some of the invocations cover, like the Life aura that gives a small amount of healing. I don't expect it will hurt the game too much, but that is just a hunch. I don't have any proof to back it up. On turning Undead, I can't quite figure out a change I like for that. I can understand it existing, as something like a spell, but am seriously considering just removing it entirely. I like the Command Undead Invocation I came up with, as that makes it feels interesting, but the base ability is so flat and boring. I will also probably add various tiers of invocations for things like fiends and monstrosities. For example, Turn Beasts could be grabbed without a prerequisite, while Turn Fiends is something like a 9th level requirement. This would at least spread the ability a bit more, so it doesn't only take effect in 1% of the character's career. It would also allow for a kind of Holy Hunter character, setting their "Turn" to their chosen enemy. [/QUOTE]
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