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*Dungeons & Dragons
Homebrew Miracle Domain - Charisma Cleric
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<blockquote data-quote="Kabouter Games" data-source="post: 7038123" data-attributes="member: 6788812"><p>I think it works, provided you have a story mechanism in mind which explains where the power comes from. Cleric power comes from deities. A Cleric who goes alone (or with a few friends, most of whom don't have the strength of faith the Cleric has, or they'd also be Clerics) into a dungeon doesn't Turn Undead with the power of her personality; she does it by Channeling Divinity. I'm not sure how you'd do that with your charismatic priest. </p><p></p><p>Maybe it's my Real-World [tm] bias creeping in, here, but I have a hard time ascribing <em>any</em> divinity to evangelists, revivalists, et al., because they're so clearly and universally charlatans fleecing a credulous flock. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>That's why, if I had the idea to play this (or a player in a campaign I'm DMing had this idea), I'd structure the character as a confidence-trickster Lore Bard who uses Bard spells to <em>mimic </em>Cleric spells and calls them miracles, as well as Lore skills to quibble points of the theology she's made up, as well as Charisma-based skills, all that to get people to - not to put too fine a point on it - come to JAYzus. </p><p></p><p>Further, since such a priest's primary interest is using her Charisma to make converts, I'm not certain it makes a lot of sense as a template for an adventuring Cleric, unless that Cleric has no intention of entering ancient dungeons way out in the wilderness. It seems to only make sense in an urban environment, and even then adventuring would be a "side business" to the full-time job of making people come to JAYzus. That wouldn't appeal to me as a player, but that's my opinion only.</p><p></p><p>All that said, knock yourself out. Like I said above, the mechanics you've outlined make sense; it's not overpowered or anything. My ambivalence to your premise has nothing to do with that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> In fact, if you do use it in a game, let me know how it worked out, all the circumstances and stuff. I think it's a really cool unique approach.</p><p></p><p>Cheers,</p><p></p><p>Bob</p><p></p><p><a href="http://www.r-p-davis.com" target="_blank">www.r-p-davis.com</a></p></blockquote><p></p>
[QUOTE="Kabouter Games, post: 7038123, member: 6788812"] I think it works, provided you have a story mechanism in mind which explains where the power comes from. Cleric power comes from deities. A Cleric who goes alone (or with a few friends, most of whom don't have the strength of faith the Cleric has, or they'd also be Clerics) into a dungeon doesn't Turn Undead with the power of her personality; she does it by Channeling Divinity. I'm not sure how you'd do that with your charismatic priest. Maybe it's my Real-World [tm] bias creeping in, here, but I have a hard time ascribing [I]any[/I] divinity to evangelists, revivalists, et al., because they're so clearly and universally charlatans fleecing a credulous flock. ;) That's why, if I had the idea to play this (or a player in a campaign I'm DMing had this idea), I'd structure the character as a confidence-trickster Lore Bard who uses Bard spells to [I]mimic [/I]Cleric spells and calls them miracles, as well as Lore skills to quibble points of the theology she's made up, as well as Charisma-based skills, all that to get people to - not to put too fine a point on it - come to JAYzus. Further, since such a priest's primary interest is using her Charisma to make converts, I'm not certain it makes a lot of sense as a template for an adventuring Cleric, unless that Cleric has no intention of entering ancient dungeons way out in the wilderness. It seems to only make sense in an urban environment, and even then adventuring would be a "side business" to the full-time job of making people come to JAYzus. That wouldn't appeal to me as a player, but that's my opinion only. All that said, knock yourself out. Like I said above, the mechanics you've outlined make sense; it's not overpowered or anything. My ambivalence to your premise has nothing to do with that! :D In fact, if you do use it in a game, let me know how it worked out, all the circumstances and stuff. I think it's a really cool unique approach. Cheers, Bob [url]www.r-p-davis.com[/url] [/QUOTE]
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