*Nods*
I see your point. I know alot of people hate playing clerics, but to me, they open up alot of roleplaying opportunities and they are great spell-casters in their own right. What they lack in boom-magicks, they more than make up for in support-based spells. The feat-option was to make a simple change to put them more in line with the wizard/druid casters, at least in my mind. Heh.
Removing those spells (aid etc) in exchange for the feats seems pretty fair to me. Hmm. Here is a modified house rule to reflect on that:
Bonus Feats.
At first level, the cleric gains the ability to turn or rebuke undead as well as brew potion.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. 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.
However. The cleric must give up two of the following spells each time they gain a bonus feat. Once they give up this spell, they will no longer be able to request it from their deity.
- Divine Favor
- Magic Weapon
- Aid
- Greater Magic Weapon
- Divine Power
- Righteous Might
- Prayer
- Doom