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homebrew Cleric Changes discussion
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<blockquote data-quote="Ilbranteloth" data-source="post: 7096117" data-attributes="member: 6778044"><p>I wouldn't allow conversion of any healing magics as rituals. While I don't think it would break the game in terms of the PCs, it's a huge change for a world.</p><p></p><p>Consider this - </p><p>Any 3rd level cleric could then cure any disease or neutralize any poison in 10 minutes. One cleric can ensure that a small village never suffer from another illness ever again. The King, of course, will never have to worry about being poisoned, and will reign for 70 years or more.</p><p></p><p>I actually greatly reduced the effectiveness of <em>lesser restoration</em> because of these types of issues. But to be able to cast it every 10 minutes? That's 48 times in an 8-hour work day.</p><p></p><p>Giving it once per long rest without using a spell slot, like you do with <em>find steed</em> sounds much more reasonable.</p><p></p><p>Also, how are you planning on handling the fact that clerics no longer have access to 6th level spells or higher? While it's rare in my campaign for PCs to reach that capability, NPCs occasionally have. </p><p></p><p>Since you're changing things here's some food for thought, too. I've never really liked the way turning undead works. Mine is not separated from Channel Divinity, you can use it as much as you'd like. In addition, even a layperson can attempt it (although that's not noted here):</p><p></p><p><strong><em>Divine Might: Turn the Unholy</em></strong></p><p>In the movies, holding back hordes of undead or powerful fiends is a test of will and channeling the might of your Deity.</p><p></p><p>This ability does not use the Channel Divinity ability, and can be used at any time. It works against fiends and undead.</p><p></p><p>Starting at 2nd level, as an Action, you can attempt to channel the divine power of your deity to protect against undead and fiends. You present your holy symbol and create a ward against undead and fiends. You create a 15-foot radius sphere of protection around you. The creatures must make a Wisdom saving throw, with a DC equal to your spell save DC. If the creature fails its saving throw by more than 5, it runs away and cannot take reactions, otherwise, the creature is forced out of the sphere, although it may continue to claw at the barrier and attempt to break through to attack you. The barrier deals 1d6 radiance damage to any undead that starts or ends their turn touching it.</p><p></p><p>Each round, as an action, the creature may make an additional saving throw to end the effect. Once a creature makes its saving throw, it cannot be affected by that cleric's turning or destruction ability for 24 hours.</p><p></p><p>The destroy undead ability builds on this. </p><p></p><p>The point is that it gives you a moment or two to regroup before it will inevitably fail.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7096117, member: 6778044"] I wouldn't allow conversion of any healing magics as rituals. While I don't think it would break the game in terms of the PCs, it's a huge change for a world. Consider this - Any 3rd level cleric could then cure any disease or neutralize any poison in 10 minutes. One cleric can ensure that a small village never suffer from another illness ever again. The King, of course, will never have to worry about being poisoned, and will reign for 70 years or more. I actually greatly reduced the effectiveness of [I]lesser restoration[/I] because of these types of issues. But to be able to cast it every 10 minutes? That's 48 times in an 8-hour work day. Giving it once per long rest without using a spell slot, like you do with [I]find steed[/I] sounds much more reasonable. Also, how are you planning on handling the fact that clerics no longer have access to 6th level spells or higher? While it's rare in my campaign for PCs to reach that capability, NPCs occasionally have. Since you're changing things here's some food for thought, too. I've never really liked the way turning undead works. Mine is not separated from Channel Divinity, you can use it as much as you'd like. In addition, even a layperson can attempt it (although that's not noted here): [B][I]Divine Might: Turn the Unholy[/I][/B] In the movies, holding back hordes of undead or powerful fiends is a test of will and channeling the might of your Deity. This ability does not use the Channel Divinity ability, and can be used at any time. It works against fiends and undead. Starting at 2nd level, as an Action, you can attempt to channel the divine power of your deity to protect against undead and fiends. You present your holy symbol and create a ward against undead and fiends. You create a 15-foot radius sphere of protection around you. The creatures must make a Wisdom saving throw, with a DC equal to your spell save DC. If the creature fails its saving throw by more than 5, it runs away and cannot take reactions, otherwise, the creature is forced out of the sphere, although it may continue to claw at the barrier and attempt to break through to attack you. The barrier deals 1d6 radiance damage to any undead that starts or ends their turn touching it. Each round, as an action, the creature may make an additional saving throw to end the effect. Once a creature makes its saving throw, it cannot be affected by that cleric's turning or destruction ability for 24 hours. The destroy undead ability builds on this. The point is that it gives you a moment or two to regroup before it will inevitably fail. [/QUOTE]
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