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General Tabletop Discussion
*Dungeons & Dragons
Can a cleric use his weapon as a spellcasting focus?
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<blockquote data-quote="Bacon Bits" data-source="post: 7864592" data-attributes="member: 6777737"><p>Using it as a weapon focus is fine, particularly if the cleric was of the War domain. Personally I wouldn't put it in Apollo's wheelhouse unless it were a bow, but you can do what you'd like. As others have said, it's not going to be broken because the books give an example of a shield emblem in the description of a holy symbol on PHB 151.</p><p></p><p></p><p></p><p>That's a horse of a different color.</p><p></p><p>The "rules as written" version of this would be to say, "Take two levels of Paladin and gain the Divine Smite ability," although the character would probably want to take five levels of Paladin to get Extra Attack if he's so focused on combat. If you want to do it as a reward, you could just grant the ability outright or let the player spend their ASI at level 12 for it, but it's not a minor ability.</p><p></p><p>Another option would be to create a weapon that lets you cast a specific spell X times per day, or perhaps a weapon that would allow you to use Divine Smite 3-5 times per day.</p><p></p><p>If we're looking for a more direct equivalent, I don't believe it's in 5e, but <a href="https://www.d20srd.org/srd/magicItems/magicWeapons.htm#spellStoring" target="_blank">3.5e had a Spell Storing weapon modifier</a>:</p><p></p><p></p><p></p><p>Note that the ability was restricted to melee weapons, so spell range wasn't a consideration of the design. 3.5e classifies it as a +1 equivalent, which is the weakest category of weapon enhancement. As such, a magic weapon with an equivalent ability in 5e would not be too far out of line, especially at level 11. I would probably make it a +0 or +1 magic weapon <em>at most</em>. A 5e version would probably also require the spellcasting to cost a reaction because casting spells is harder in 5e, but that's somewhat fiddley for a homebrew item.</p><p></p><p>From the default Cleric spell list, I would include:</p><p></p><p>Cantrips: Sacred Flame, <em>Spare the Dying</em>, Toll the Dead</p><p></p><p>1st: Command, <em>Cure Wounds</em>, Guided Bolt, <em>Healing Word*</em>, Inflict Wounds, <em>Sanctuary*</em></p><p></p><p>2nd: <em>Aid</em>, Blindness/Deafness, <em>Gentle Repose</em>, <em>Lesser Restoration</em>, <em>Protection from Poison</em>, <em>Warding Bond</em></p><p></p><p>3rd: Dispel Magic (creature target only), <em>Feign Death</em>, <em>Life Transference</em>, <em>Remove Curse</em>, <em>Revivify</em>, <em>Sending</em>, <em>Tongues</em>, <em>Water Walk</em></p><p></p><p>Anything in italics would be technically legal, but would be really narrow in use. Many of the cleric spells are willing creatures only or are beneficial to the target. It's a pretty limited list for Clerics. Note, however, that <em>other characters in the party</em> could charge the weapon. <em>Vampiric touch</em> was the 3.5e spell that was classically paired with the weapon.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7864592, member: 6777737"] Using it as a weapon focus is fine, particularly if the cleric was of the War domain. Personally I wouldn't put it in Apollo's wheelhouse unless it were a bow, but you can do what you'd like. As others have said, it's not going to be broken because the books give an example of a shield emblem in the description of a holy symbol on PHB 151. That's a horse of a different color. The "rules as written" version of this would be to say, "Take two levels of Paladin and gain the Divine Smite ability," although the character would probably want to take five levels of Paladin to get Extra Attack if he's so focused on combat. If you want to do it as a reward, you could just grant the ability outright or let the player spend their ASI at level 12 for it, but it's not a minor ability. Another option would be to create a weapon that lets you cast a specific spell X times per day, or perhaps a weapon that would allow you to use Divine Smite 3-5 times per day. If we're looking for a more direct equivalent, I don't believe it's in 5e, but [URL='https://www.d20srd.org/srd/magicItems/magicWeapons.htm#spellStoring']3.5e had a Spell Storing weapon modifier[/URL]: Note that the ability was restricted to melee weapons, so spell range wasn't a consideration of the design. 3.5e classifies it as a +1 equivalent, which is the weakest category of weapon enhancement. As such, a magic weapon with an equivalent ability in 5e would not be too far out of line, especially at level 11. I would probably make it a +0 or +1 magic weapon [I]at most[/I]. A 5e version would probably also require the spellcasting to cost a reaction because casting spells is harder in 5e, but that's somewhat fiddley for a homebrew item. From the default Cleric spell list, I would include: Cantrips: Sacred Flame, [I]Spare the Dying[/I], Toll the Dead 1st: Command, [I]Cure Wounds[/I], Guided Bolt, [I]Healing Word*[/I], Inflict Wounds, [I]Sanctuary*[/I] 2nd: [I]Aid[/I], Blindness/Deafness, [I]Gentle Repose[/I], [I]Lesser Restoration[/I], [I]Protection from Poison[/I], [I]Warding Bond[/I] 3rd: Dispel Magic (creature target only), [I]Feign Death[/I], [I]Life Transference[/I], [I]Remove Curse[/I], [I]Revivify[/I], [I]Sending[/I], [I]Tongues[/I], [I]Water Walk[/I] Anything in italics would be technically legal, but would be really narrow in use. Many of the cleric spells are willing creatures only or are beneficial to the target. It's a pretty limited list for Clerics. Note, however, that [I]other characters in the party[/I] could charge the weapon. [I]Vampiric touch[/I] was the 3.5e spell that was classically paired with the weapon. [/QUOTE]
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