doctorbadwolf
Heretic of The Seventh Circle
The absolute fundamental defining point of Warlocks even existing as a class is that they break the universal rules of magic. They offend wizards and clerics and Druids because what they do is unnatural in a world where fireball is natural.Warlocks, Clerics, and Sorcerers all get spells by endowment. This is a well-established pattern.
“By endowment” is so vague that you could delete it from the sentence and all you’d lose is some grammatical coherence.
Maybe, maybe not.Rangers do tricksy wilderness things, knowing what herbs can heal a wound or kill a beast. That's nothing remotely like an endowment of magical power from an outside source. Nor is it all that much like Wizard, Bard, or Druid spells. It is a much looser, more ad-hoc thing.
Eh, I’m never gonna find this argument compelling on any level. This is what I mean. I don’t see anything about this topic the same way you do, so this won’t go anywhere.I honestly don't get what is confusing about this. I want a diversity of approaches to supernatural power. This requires that there be more than just the very specific mechanical and thematic limitations imposed by "you have X/Y/Z slots of level M/P/Q, which specifically refresh daily and which are totally fungible between your different magical abilities of a given level, and which are disabled or defeasible under specific well-defined circumstances no matter how you perform them, and you must specifically engage nondescript physical motions, highly specific magical materials, or nondescript verbal expressions if and only if they are mentioned in the text."
Bardic Inspiration is the only one that would even be mildly difficult. Rage is extremely easy. Like at a glance I’m not sure I’d change much of the wording, it just would be packaged with the structure of a spell. It’s not like you’d have to give Barbarians spell slots in order to format Rage as a spell.That's a very specific mechanical niche. It can do a lot of things (it is magic, after all), but it isn't, and shouldn't be mistaken for, a totally generic "this truly does cover all possible supernatural powers someone might want to use." As demonstrated by numerous supernatural/not-fully-mundane effects in 5e, like Rage, Bardic Inspiration, Ki, Channel Divinity, Wild Shape, Auras, etc. Spells would struggle to replicate several of these without massive kludge.