Clerics - What do you LIKE and DISLIKE?

My gripes with the cleric class could comprise an incredibly long list if I let myself dwell on it. As of 3.5, only monk really competes for the title of my least favorite class.

Dislikes:
- Stat dependency rivaled only by the monk and paladin. Str and Con are both important for front-line combat and survival while healing in melee range. Int is useful for taking advantage of a very appreciable skill-list. Wis is of course mandatory for spell-casting, and Cha is necessary for turning and to take advantage of the diplomatic potential of the class.
- Their complete necessity to nearly any party given the assumptions built into the baseline game.
- Miracle. Great, it's a spell that's at least as powerful as wish, never costs as much xp, and can be used without xp cost at all. :confused:
- They don't step on the wizard's toes. They drop their heavy armor trousers and take a massive dump on the wizard. They get the base versatility of a wizard's casting (being able to change spells daily from a broad list) but they get a much broader list without the very high cost of adding these spells to a spellbook, don't have to suffer the drawbacks of the wizard's specialization (horrible at everything besides spell-casting), and they get a little spontaneous casting just for good measure.
- Spontaneous Healing. More than anything, this is what forces clerics into the healbot role that turns players off the class to begin with. There was no need to overpower the class to entice players. The cleric's massive spell-power with 3/4 of their current combat abilities and drop healing added as an extension of positive energy channeling (in place of a turn undead use) would have sufficed.

My personal preference would have been to convert heal and harm spells to range, strip clerics down to light armor, medium fort progression, and let them be the buffing, healing, defensive counterpart to the blasting, utility wizard. Add in some divine class abilities that key off their turn undead uses/day so that positive/negative energy channeling isn't such a mother-may-I ability that can be really useful but most days is simply wasted, and voila.

Likes:
- I like domains (at least the core domains). It gives the class a bit of customization without the rigidity of the 2E spheres.
 

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Its a good point that I haven't seen made that divine healing is an assumed part of a party. Sure, the bard can use Cure Light Wounds or the Rogue can use wands of Lesser Vigor for healing. The Paladin can ride his Unicorn mount and the fighter can buy up on potions to remove status effects. The party can rest a lot. There are a lot of end runs around not having a divine healer. But not having one is a HUGE HEADACHE. Not having a sneaky high dex trap and skill monkey? Thats a bummer, but it won't totally gimp your group or force it into spending a large amount of time and resources to end run it. Not having an arcane caster is even worse but the Cleric or Druid can learn some offensive spells, the Bard can focus more on debuffing, etc. Not having a full 1/1 fighting class? High stats and the appropriate gear choice can get around that. Not having a divine healer? Ooh, sorry. The party has to fork out massive amounts of cash just to stay alive. And I don't get why people find casting healing spells to be so distasteful. There have been plenty of times where my Cleric and Druid characters have totally led a party by the nose with healing. The one with the power to heal is the one with the real power. :]
 

It looks to me like you could kill or at least wound multibirds with one stone (domains feel like an afterthought, clerics aren't different enough by deity, no clerical abilities/reason to not go PrCs) by doing something along the lines of

1st level - Turn/Rebuke Undead
3rd level - Domain power 1
6th level - Domain power 2

...or however often you want new powers to appear/how many creative powers you can think up for all the different domains. The domain powers in the PHB were kinda bland, (what was it for the elemental domains? Turn/rebuke elementals?) and this could give us some creative powers that set Cleric A from Cleric B, without having to have too much information in the deity chapter (and this way as long as your campaign has gods, you can use the RAW for your clerics.)
 

I think each deity should have a 3-level Subclass for Clerics and Paladins (those that can have paladins). I know this would be alot of work, but I think it'd do much to make Clerics of Kord different than Clerics of Pelor. Keep Domains too for more variance.
 

I find a huge amount to dislike about clerics.


Turning. Bad mechanic, strange 'channelling of energy' which is turned on or off like a tap with no real explanation etc.

Spells: They have a access to a huge list all the time (unlike wizards who have to learn specific spells), they get access to some of the best wizard spells through the domain lists (why not give wizards access to some of the cleric spells, eh?), they can cast spells in full armour, they don't need 8 hours rest in order to prepare spells, they don't have any spellbooks to lose and some of their specific single target spells are much more powerful than wizard spells (harm, destruction I'm looking at you). Don't let me get onto Miracle, the uber-wish.

Fighting: They have 3/4 BAB AND full armour AND two good saves. AND d8 hit dice

AND their primary attribute (Wis) adds to their will save.

Domains: lets them be better druids than the druid (command/rebuke plants or elementals with the right domain) and grab some of the most distinctive wizard spells.


Phew.

I quite like spontaneous healing.

How would I fix them? As a minimalist change I would require clerics to maintain prayer books (like the wizard spell books) and they have a limited list of prayers in the same way that the wizard has a limited list of spells. I'd also harmonise the sleep restrictions - either divine casters need the full 8 hours uninterrupted liked arcane casters, or neither do.


How I have fixed them in my current campaign?


ditched the cleric, wizard and sorcerer completely. Replaced them with the 'Scholar'. The scholar is exactly like the wizard but with d6 hit dice and the spell list includes all cleric spells alongside all wizard spells.

Cheers
 

OK, I posted this in the wrong thread before. :o Didn't realise this one was skill kicking.

Just a quick thank you for the unexpected (and until the other day, undiscovered) gift of Unorthodox Clerics.

Thanks, much obliged. I'll let you know what I think of the book some time, given the opportunity.

Cheers. :)
 



I don't like
Fruit-flavoured teas, mindless violence, tv docu-soaps, certain pseudo-religious sects that promote violence, and bad personal hygene.
 


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