TwoSix
Everyone's literal second-favorite poster
I think that's fine. Someone above (@vincegetorix, I believe) mentioned something about hell-themed spells going towards Cleric, and the astrological/star spells going to Wizard, which is a nice dichotomy I didn't think of. I'd certainly be supportive of that interpretation. We're not at 3rd level yet, but I was already thinking Hunger of Hadar seemed more of a Wizard spell than a Cleric spell to me at this point.So, your thinking on the Cleric vs. Warlock dichotomy is they both receive their powers from an entity of some from, Cleric from gods, Warlocks from patrons. I can go with that for most of the Warlock spells, but IMO for balance some will probably trickle into Druid and Wizard and might fit them better for flavor.
For me personally, I would conceptually be OK with druids being the primary healing class, but I think that moves too far from what the expected definition of the classes are.Your thinking on Druid is the "life energy" idea, which is sound, and necro == rot basically, right? But what about healing? The idea of an "evil cleric" who causes injury (e.g. Inflict Wounds) would become the "evil druid". I am concerned with some of the ideas you've expressed Druids are becoming a bit "twisted" in a sense, wanting the eerie, rotting, witchy-vibe. I guess instead of "spread the love, man" I think we need to consider "spread the evil, man." Do you see my point or am I missing something in your interpretation? I am trying to move in that general direction, but I think we need to make certain we don't push it too hard.
I think the thing here is that for me, I'm trying to not build this class first...I'm trying to step back and say "What makes divine magic different from arcane magic and druidic magic." So I have kind of a simple head canon for this, where Divine is more lawful and civilization oriented, and Arcane is more chaotic, about personal discovery of the secrets of the universe, and Primal/druidic magic is about the Material Plane, and its Feywild and Shadowfell echoes. And that feeds into why I like charm/domination magic....fundamentally, clerical magic is about people. It enhances them, protects them, and can also take them over.
I think the other real fundamental distinction is how much of an mechanical niche to give each type of magic. The light cantrips and Misty Step are perfect examples. If you can do the same effect, but it's just done thematically three different ways, have you actually provided differentiation? I think different people would give different answers to that.I suppose we need to think about the what and the how and the why. For example, I am really torn about Expeditious Retreat. It feels more druidy and rangery to me than wizardy. In the same light, I think of Misty Step as sort of the precursor to Dimension Door, and the Teleport spells--but the very name, "Misty Step", and how it functions screams "DRUID!" IMO.
I think this looks like a good resolution. There's nothing there that jumps out at me as a "Wait a minute, no no no." It's all just "Well, you could also do it this way..." which I think is a good compromise position to be in.Below is a quick summary:
Armor of Agathys - Cleric
Arms of Hadar - Cleric
Cause Fear - Cleric
Expeditious Retreat - Wizard
False Life - Druid
Grease - Wizard
Hellish Rebuke - Cleric
Hex - Cleric
Inflict Wounds - Druid
Thunderwave - Wizard