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<blockquote data-quote="Thurmas" data-source="post: 7316916" data-attributes="member: 6866167"><p>I see the approach you are going for, and I wonder if you can make it without having to change too many things. I like the approach of two paths at level 1. I also worry that you making them too weak with no armor proficiency at all, compared to other casters. Warlock and Bard both get Light armor. Sorcerer and Wizard both get access to Mage Armor, which Cleric doesn't have. </p><p></p><p>Make minor adjustments listed below to the Cleric class. Keep the domains as they are except: Remove all Weapon and Armor Proficiencies. Divine Strike at level 8 becomes a Path upgrade at 8.</p><p></p><p><span style="font-size: 15px">Cleric:</span></p><p>Hit Dice: 1d6 per Cleric level</p><p>Hit Points at 1st Level: 6 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cleric level after 1st</p><p></p><p>Armor: None</p><p>Weapons: Daggers, darts, slings, quarterstaffs, light crossbows</p><p>Tools: None </p><p></p><p>1st level – Select Path of Servitude – Path of the Crusader or Path of the Prophet (in addition to domain)</p><p></p><p><span style="font-size: 12px">Crusader</span> </p><p>Crusaders are the vast majority of clerics, and represent the foot soldiers and vanguard of a particular faith or religious order. </p><p></p><p>Bonus Proficiencies: </p><p>When you choose this path at level 1, you gain proficiency in all armor, shields, simple and martial weapons.</p><p></p><p>Divine Fortitude</p><p>Also at 1st level, divine energy flows through your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. </p><p></p><p>Divine Strike</p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 weapon damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p></p><p><span style="font-size: 12px">Prophet</span> </p><p>Only a handful of clerics become prophets - they are the chosen leaders of their faith/religious order, often ordained by and possessing a strong connection with their god(s). They typically eschew physical combat and are instead highly accomplished orators and miracle workers. </p><p></p><p>Bonus Cantrip</p><p>When you choose this Path at 1st level, you learn one additional cleric cantrip of your choice.</p><p></p><p>Bonus Skill</p><p>You gain proficiency in one skill of your choice. </p><p></p><p>Divine Protection</p><p>Also at 1st level, the divine energy flowing through your body reinforces your defenses. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.</p><p></p><p>Divine Intervention</p><p>You may cast the shield spell without expending a spell slot. You may not use this ability again until you finish a short or long rest.</p><p></p><p>Potent Spellcasting</p><p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p></p><p></p><p>What this accomplishes is clearly dividing the two concepts, while doing very little to change the domains. Admittedly, it doesn't include all the abilities you're including, but I think it adds in the core concepts and accomplishes your goal. It allows the domains to still be full play and doesn't seem to me to increase or decrease in power anything in an overly dramatic way. I think the two Paths are balanced against each other.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7316916, member: 6866167"] I see the approach you are going for, and I wonder if you can make it without having to change too many things. I like the approach of two paths at level 1. I also worry that you making them too weak with no armor proficiency at all, compared to other casters. Warlock and Bard both get Light armor. Sorcerer and Wizard both get access to Mage Armor, which Cleric doesn't have. Make minor adjustments listed below to the Cleric class. Keep the domains as they are except: Remove all Weapon and Armor Proficiencies. Divine Strike at level 8 becomes a Path upgrade at 8. [SIZE=4]Cleric:[/SIZE] Hit Dice: 1d6 per Cleric level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cleric level after 1st Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None 1st level – Select Path of Servitude – Path of the Crusader or Path of the Prophet (in addition to domain) [SIZE=3]Crusader[/SIZE] Crusaders are the vast majority of clerics, and represent the foot soldiers and vanguard of a particular faith or religious order. Bonus Proficiencies: When you choose this path at level 1, you gain proficiency in all armor, shields, simple and martial weapons. Divine Fortitude Also at 1st level, divine energy flows through your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 weapon damage to the target. When you reach 14th level, the extra damage increases to 2d8. [SIZE=3]Prophet[/SIZE] Only a handful of clerics become prophets - they are the chosen leaders of their faith/religious order, often ordained by and possessing a strong connection with their god(s). They typically eschew physical combat and are instead highly accomplished orators and miracle workers. Bonus Cantrip When you choose this Path at 1st level, you learn one additional cleric cantrip of your choice. Bonus Skill You gain proficiency in one skill of your choice. Divine Protection Also at 1st level, the divine energy flowing through your body reinforces your defenses. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Divine Intervention You may cast the shield spell without expending a spell slot. You may not use this ability again until you finish a short or long rest. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. What this accomplishes is clearly dividing the two concepts, while doing very little to change the domains. Admittedly, it doesn't include all the abilities you're including, but I think it adds in the core concepts and accomplishes your goal. It allows the domains to still be full play and doesn't seem to me to increase or decrease in power anything in an overly dramatic way. I think the two Paths are balanced against each other. [/QUOTE]
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