Cleric Variant: One with bonus feats

kirinke

First Post
I've noticed that nearly every class has either special abilities or bonus feats. Why not the cleric. So here is a possible house rule. it's not RAW, but I hope it's not too unbalancing. I thought that the Brew Potion feat would fit the class better than Scribe Scrolls.

1st lvl: Turn/Rebuke undead. Brew Potion
Bonus Feats: At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, extra turning, improved turning or other feats of like nature.

The cleric must still meet all prerequisites for a bonus feat, including caster level minimums.These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The cleric is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
 
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Cleric's don't need any fix of any kind. They are viewed by a lot of ppl as the most powerfull core class.
Giving them bonus feats would result in a world consisting of only clerics i'm afraid...
 

I've played clerics before and they are on par with the rest of the core classes. Alot of people who do say that probably don't play them much. But then, I also tend to multi-class alot too.
 


kirinke said:
1st lvl: Turn/Rebuke undead. Brew Potion
Bonus Feats: At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, extra turning, improved turning or other feats of like nature.

This doesn't mention domains, but does mention turn. Are you saying that with this variant clerics get feats but no longer get domains?

That's fairly harsh - lose two special abilities, and a spell per level.

With out it - clerics are quite powerful already. Giving the extra feats makes them more powerful, and also more able to get into prestige classes (which can give lots of special abilities). That's too much.

Cheers,
Blue
 

kirinke said:
I've played clerics before and they are on par with the rest of the core classes. Alot of people who do say that probably don't play them much. But then, I also tend to multi-class alot too.
:lol: That's a joke right...

The only competition a high level cleric has power-wise, is a high level druid. At high level a cleric can fight better than a fighter, and can hurl spells as well as any wizard. And everytime a new splatbook is released they get even more powerful (via get new spells to as to his list of choices free of charge).

I have played several clerics since 3.x was released and not only are they powerful, but they are one of the most adaptable classes there is. With the right domain and feat choices, a cleric can fill the role of a tank, a sneak, a mobile artilery, a support, an archer. What other class can fill that many roles?

No, I think a cleric is just find without bonus feats.
 

Moderator's Notes

Kirinke, discussions of whether clerics are underpowered are likely to stay in the rules forum (although Lord knows they only end in tears). Discussions of house rules will probably get better responses from the house rule forum. Would you like me to move this for you?

Daniel
 

Sure (house rules are fine). They also get domain spells. And like I said. This is only a house rule. I'm just posting a variant cleric, one with bonus feats. And I'd really like this to stay relatively civil. And I also meant special abilities other than say turn/rebuke undead, proficency in simple weapons etc, domain spells and spontaneous casting of heal spells.

I mean, the druid has most of the special abilities of a cleric in addition to a list of additional abilities. In comparison, 4 bonus feats plus the brew potion feat at first level isn't really all that unbalancing.
 
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I'd like to say with utmost civility that Clerics are exceptionally strong as-is. As strong as Druids, who are also very strong.

If you want to give, you must also take.

Go ahead and grant Clerics bonus feats, but take from them:
- Divine Favor
- Magic Weapon
- Aid
- Greater Magic Weapon
- Divine Power
- Righteous Might

... basically, take from the Cleric the self-buff spells which already make them better Fighters than the Fighter.

-- N
 

That would be ok Nifft. I don't think I've ever used those spells when I play a cleric anyway and they're perfectly playable without them.
 

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