Redefining the cleric

Kerrick

First Post
Something that's really annoyed me about d20 is that clerics are all the same - the same spells, the same abilities (ability, really, since all they get is turn undead), the same role... the only differentiating factors are what god they worship and what domains they get, and those aren't very differentiating.

The sphere system in 2E was great for giving clerics different roles based on their gods' portfolios. A cleric of the god of knowledge probably wouldn't be able to turn undead, but he would get some kind of legend lore power. Spells are thematically linked to the different spheres (with a little overlap), so choosing a god actually had some impact on the cleric's ability and his role. There were a few downsides, though; the largest was, of course, that some spheres were flat-out better than others because they just had more (or better) spells in them. I did a conversion of the sphere system for 3.5, BTW, if anyone's interested; you can find it here (shameless plug).

Anyway, I thought about this a bit recently, and I came up with a new idea - instead of defining clerics by their sphere, define them by role. So I came up with this rough system, which builds off the spheres:

A god's role influences his portfolios and what domains his clerics can choose; it also influences the role his clerics play in the world. The various roles are broken down into four broad categories: combat, healer, support, and utility. A cleric's choice of available spells (and the maximum level for each type of spell) is dependent on his role, as are the class abilities he gains.

Generally speaking, a role's major focus allows spells of any level; a lesser focus allows spells up to 6th level; and a minor focus allows spells up to 3rd level.

Combat: The cleric fights on the front lines in support of his god. Combat clerics are more concerned with smiting their enemies and crusading in support of the church, so their spells are more focused to that end, rather than supporting others; they can heal to some degree, but not nearly as much as a healer or support cleric. Combat clerics have major focus in offensive spells like flame strike and blade barrier, lesser focus in summoning spells, and minor focus in enhancement and healing spells.

A combat cleric gains proficiency with two martial weapons, as well as his god's weapon (if he didn't have it already); he also gains the Weapon Focus feat applied to his god's weapon. Combat clerics are proficient in heavy armor.

Healer: Clerics who fill this role are most often found in shrines and temples serving the populace at large, not out adventuring. They are the ones who raise the dead, cure diseases, remove curses, and perform other services for fees or donations. They alone have access to the most powerful healing spells, but they have very little combat ability.

Healer clerics have major focus in healing spells (as noted above), and lesser focus in divinations and travel spells like astral projection.

Support: Support clerics are just that – clerics who remain in the rear and aid their companions with healing, enhancements, and some summoned/created creatures. They can fight if necessary, though they are not nearly as good as combat clerics; their strength lies in their ability to keep their companions in the fight.

Support clerics have major focus in enhancements and protection and summoning spells, and lesser focus in healing and battlefield control spells.

Utility: Utility clerics have perhaps the broadest role, but the smallest focus on any one aspect. They provide useful skills to a party like lore and divination, lesser enhancements, created/animated undead and summoned creatures, and battlefield control. They have the same combat ability as support clerics and slightly better magical ability.

Utility clerics have major access in divinations, utility spells like find traps, and travel spells like astral projection, and summoning/creation spells, and lesser focus in battlefield control spells like spike stones.

I've even divided the domains by role, though I'm not too sure on these (there might be some overlap):

Combat: Death, Destruction, Evil, Fire, Strength, Sun, War, Water

Healer: Healing, Knowledge

Support: Animal, Chaos, Law, Luck, Magic

Utility: Air, Earth, Knowledge, Plant, Travel, Trickery


So... comments? Criticisms? Do you think it could work? I'm going to attempt to divvy up the spells by role and see how it goes.
 

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I like the idea, in concept, but how it actually might play out in practice would determine its plausibility. If a player of mine could still have fun as a knowledge variant in my campaign, great, but I think there would still be certain spheres that get neglected by the players, unless they're going for some deep roleplaying/character development stuff.
 

Yeah, there are some spheres (or domains) that will almost always be ignored by the PCs. The Healer role, for instance, is designed for the NPC cleric who hangs out in the temple and casts spells for people - healing, divinations, and the like - for a nominal fee. Not many PCs will be Healer clerics.

But... I'm trying to figure out how to mix and match those roles a bit, so that clerics arent severely limited in their spell choices. Plus, some of the domains (like the Elemental domains) kind of fall under more than one role. It's definitely a work in progress.
 

In my current campaign, we have a halfling cleric of Pelor who has prestige classed into the Radiant Servant of Pelor class. He's essentially a healing/turning machine. He just recently gained the ability to swap turning attempts for healing spells also. So, we basically do have a healer type cleric already in the party, he just gets to occasionally use some of his offensive or other spells (rarely really). However, he's completely focused on healing and at this point, level 23, he can use maximized-empowered healing spells at a range of 30' by merely giving up one of his 14 daily turning attempts. It's kind of broken sounding, I know, but it also means I can throw monsters with 1000 HP or more at them and know that they'll maybe live.
 

You might look at the Ardent and Divine Mind from Complete Psionic for inspiration. The divine mind is essentially a psionic cleric and the divine mind a psionic paladin, but they have mantles which are similar to a cross of spheres and domains. Ardents have primary and secondary mantles and the divine mind gains other special abilities based on what god/mantles he has.
 

That sounds like a good idea... too bad I can't find a copy around. :( The local Waldenbooks has maybe half a dozen D&D books left (looks like they're selling off their existing stock), and the LGS has nothing but A&EG and the DMG.
 

The cleric is still one of the most powerful classes in the game but what

your saying does appeal to the roleplayer in me I say go for it see what

happens and borders has no d nd books last time I was there made me sad
 
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The reason they dont have that in d20 is they can do pretty much everything. they have spellcasting with wizardlike versatility WHILE in heavy armor, can buff as well as a bar, and can tank better than a fighter, and they can switch on almost a daily basis.

I like your idea. I would suggest you go to rpgnow or some other online service and get the books you want as ebooks. they aren't quite as good as the real thing, but they are digital, and if you get them from a good service theyre searchable. also, theyre cheaper than the standard. and If you go to a copy place that lets you do stuff on your own, or that doesnt check what they print, you can get yourself a B&W copy of any 300 or so book you want for roughly 25-30$. that's how I got a bunch of my out of print books. O.O
 

The biggest problem I see is with your Major/Lesser/Minor focus system. If all it does is add a maximum level cap, that doesn't affect anybody until higher levels.

For example, from Levels 1-5, all Clerics can prepare the same spells. The difference between Major Focus and Lesser Focus doesn't matter at all until
Level 13.

Perhaps something similar, but more effective, could be: "War-Clerics cannot prepare Healing spells in their top 2 spell levels, or Divination spells in their top 4 spell levels." So a War-Cleric could cast divinations up to Level 5, and he doesn't have to prepare them in a higher-than-usual spell slot, but he doesn't get access to Level 5 Divinations until Level 17. He gets access to each Divination spell 8 levels later than a Utility Cleric does.

I guess it could be a problem if War-Clerics didn't get access to any healing spells -- not even Cure Minor -- until Level 3, though.
 

For example, from Levels 1-5, all Clerics can prepare the same spells. The difference between Major Focus and Lesser Focus doesn't matter at all until Level 13.
Mm. I haven't really had time to play around with this thing yet (I've been working on other things), but you do have a point.

Perhaps something similar, but more effective, could be: "War-Clerics cannot prepare Healing spells in their top 2 spell levels, or Divination spells in their top 4 spell levels." So a War-Cleric could cast divinations up to Level 5, and he doesn't have to prepare them in a higher-than-usual spell slot, but he doesn't get access to Level 5 Divinations until Level 17. He gets access to each Divination spell 8 levels later than a Utility Cleric does.
That could work... I'll have to play around with things and see what I can come up with.
 

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