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Homebrew Miracle Domain - Charisma Cleric
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<blockquote data-quote="keratacon" data-source="post: 7038630" data-attributes="member: 6873963"><p>Yeah, I see what you're saying. I guess part of the way I'm thinking about this is that I played Pathfinder for years and their variant classes often do completely change the nature of a class and push radically different builds.</p><p></p><p>I'm trying to think of how this is OP though. The biggest abuse I can think of is that it adds more options to strong Magic Initiate builds. But the downside of (generally) a lower Wisdom score affecting a much more important save than Charisma and Perception, which is generally considered the most important skill seems to make up for that. Magic Initiate was already strong for Clerics anyway with shillelagh available through Druid, and plenty of good options in other classes that don't care much about primary casting stat.</p><p></p><p>A lot of this has to do with my style of play. I tend to take the stats more literally than some do, especially Charisma, Wisdom, and Intelligence. A high Wisdom character is a patient sage-like person with good common sense. A high Charisma character has a magnetic personality and shines in social settings even when no roll is required. My conception of a Cleric's role in society (especially thinking about other D&D derived games where high-level characters founding fortresses, wizard schools, and temples is more of a thing) has at least some of them being high-Charisma, and I want to play one such Cleric without a sub-optimal build.</p><p></p><p>Anyway, my DM is allowing this, and it's been fun designing it, so I'm going to run with it for at least one adventure. In the abstract it's a cleric that sacrifices the more generally useful combat abilities of War, Tempest, or Light, and the bonuses to the Cleric's core non-offensive role of Life for a more narrow focus on debuffing a narrower target of enemy (humanoids) plus a new RP / non-combat role. It's most similar to Nature, and (IMHO) about on par, power-level wise.</p></blockquote><p></p>
[QUOTE="keratacon, post: 7038630, member: 6873963"] Yeah, I see what you're saying. I guess part of the way I'm thinking about this is that I played Pathfinder for years and their variant classes often do completely change the nature of a class and push radically different builds. I'm trying to think of how this is OP though. The biggest abuse I can think of is that it adds more options to strong Magic Initiate builds. But the downside of (generally) a lower Wisdom score affecting a much more important save than Charisma and Perception, which is generally considered the most important skill seems to make up for that. Magic Initiate was already strong for Clerics anyway with shillelagh available through Druid, and plenty of good options in other classes that don't care much about primary casting stat. A lot of this has to do with my style of play. I tend to take the stats more literally than some do, especially Charisma, Wisdom, and Intelligence. A high Wisdom character is a patient sage-like person with good common sense. A high Charisma character has a magnetic personality and shines in social settings even when no roll is required. My conception of a Cleric's role in society (especially thinking about other D&D derived games where high-level characters founding fortresses, wizard schools, and temples is more of a thing) has at least some of them being high-Charisma, and I want to play one such Cleric without a sub-optimal build. Anyway, my DM is allowing this, and it's been fun designing it, so I'm going to run with it for at least one adventure. In the abstract it's a cleric that sacrifices the more generally useful combat abilities of War, Tempest, or Light, and the bonuses to the Cleric's core non-offensive role of Life for a more narrow focus on debuffing a narrower target of enemy (humanoids) plus a new RP / non-combat role. It's most similar to Nature, and (IMHO) about on par, power-level wise. [/QUOTE]
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