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Inquisitor (Cleric/Paladin Hybrid)
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<blockquote data-quote="TwoSix" data-source="post: 7028892" data-attributes="member: 205"><p>Since it has full spellcasting and no extra attack, the obvious comparison is to the cleric. I think it's leaning towards too strong compared to that baseline.</p><p></p><p>This is losing the Destroy Undead and Divine Intervention features from the cleric (one useful, albeit campaign specific ability and one mostly ribbon), and slightly less than half their spells prepared, in exchange for all martial weapons and heavy armor, ability to prepare paladin spells, and all of the paladin oath abilities. Not enough of a trade off to my mind.</p><p></p><p>My recommendation:</p><p>1) Simple weapons, medium armor, and shields. Divine Domain will give them most of them back, in a flavor appropriate manner.</p><p>2) I'd go Wisdom for Spellcasting, personally. Just state that any Paladin abilities dependent on Charisma are now dependent on Wisdom. </p><p>3) Spells prepared should be Wisdom modifier + half your level (rounded up), prepared from both the Cleric and Paladin lists. The free prepared spells from the Cleric Domain and Paladin Oath combined will keep them equivalent. (A Wis 20 cleric has 35 prepared spells at level 20, 20 from level, 5 from Wisdom, 10 from Domain. A Wis 20 inquisitor would have the same, 10 from level, 5 from Wisdom, 10 from Domain, 10 from Oath.)</p><p>4) If hit die being 2d4 is a personal thing you like, that's no problem. I personally would standardize it at 1d8, since having multiple Hit Die per level is fairly strong while short resting. I would say in general, if the Hit Die average isn't a round number, default down if it's a full caster, and up if it's a more martial progression.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7028892, member: 205"] Since it has full spellcasting and no extra attack, the obvious comparison is to the cleric. I think it's leaning towards too strong compared to that baseline. This is losing the Destroy Undead and Divine Intervention features from the cleric (one useful, albeit campaign specific ability and one mostly ribbon), and slightly less than half their spells prepared, in exchange for all martial weapons and heavy armor, ability to prepare paladin spells, and all of the paladin oath abilities. Not enough of a trade off to my mind. My recommendation: 1) Simple weapons, medium armor, and shields. Divine Domain will give them most of them back, in a flavor appropriate manner. 2) I'd go Wisdom for Spellcasting, personally. Just state that any Paladin abilities dependent on Charisma are now dependent on Wisdom. 3) Spells prepared should be Wisdom modifier + half your level (rounded up), prepared from both the Cleric and Paladin lists. The free prepared spells from the Cleric Domain and Paladin Oath combined will keep them equivalent. (A Wis 20 cleric has 35 prepared spells at level 20, 20 from level, 5 from Wisdom, 10 from Domain. A Wis 20 inquisitor would have the same, 10 from level, 5 from Wisdom, 10 from Domain, 10 from Oath.) 4) If hit die being 2d4 is a personal thing you like, that's no problem. I personally would standardize it at 1d8, since having multiple Hit Die per level is fairly strong while short resting. I would say in general, if the Hit Die average isn't a round number, default down if it's a full caster, and up if it's a more martial progression. [/QUOTE]
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