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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="Ulthur" data-source="post: 6817761" data-attributes="member: 6814099"><p><strong>Divine rules</strong></p><p></p><p></p><p></p><p>I love the idea of a full 5e Spelljammer convert. I'm running a campaign that has evolved basically constantly since we were kids. It took a long hiatus as we all moved away and started careers and families, but now I'm reviving it from its 2e/3.5e roots into a 5e environment. Most of the villains were once player characters in the late 90s who got turned evil and taken over by the DM when teenage roleplaying shenanigans went too far. Spelljammer exists in the world, though right now the players aren't advanced enough to know much about it. Eventually I would love if they had that option though, so thanks for taking this on!</p><p></p><p>The basis I had been working on for cleric casting went like this: </p><p></p><p>- <u>In the Phlogiston</u>, a Pantheon no-mans-land, clerics need to carry an item blessed by their god that will open a channel to them for their spells. Optional rule might be to limit the level of spell slots they can access by the power of the blessed item, but if you want to make it transparent and let clerics cast normally (and thus consistent with other parts of 5e), just make it so they need the item. Make it as trivial or difficult to acquire as you wish.</p><p></p><p>- <u>In a world ruled by a different Pantheon</u>, clerics must achieve a pact with a local god similar to theirs for their casting. This could be handled dozens of ways: maybe they need to visit a temple and talk to senior clerics, or pray directly to a relevant god for help, or even offer a trade; your god gives me proxy-powers, and my god will help out one of your traveling clerics in the same way later. Or demand a service before granting powers the players can use on their own causes. A particularly powerful visiting cleric might find him or herself approached by divine representatives as soon as they arrive in another Pantheon. </p><p></p><p>What I like about it is it lets you move the problem of clerics being treated differently than other classes more or less to the background, tactically, while still paying homage to the thematic elements of gods and pantheons.</p></blockquote><p></p>
[QUOTE="Ulthur, post: 6817761, member: 6814099"] [b]Divine rules[/b] I love the idea of a full 5e Spelljammer convert. I'm running a campaign that has evolved basically constantly since we were kids. It took a long hiatus as we all moved away and started careers and families, but now I'm reviving it from its 2e/3.5e roots into a 5e environment. Most of the villains were once player characters in the late 90s who got turned evil and taken over by the DM when teenage roleplaying shenanigans went too far. Spelljammer exists in the world, though right now the players aren't advanced enough to know much about it. Eventually I would love if they had that option though, so thanks for taking this on! The basis I had been working on for cleric casting went like this: - [U]In the Phlogiston[/U], a Pantheon no-mans-land, clerics need to carry an item blessed by their god that will open a channel to them for their spells. Optional rule might be to limit the level of spell slots they can access by the power of the blessed item, but if you want to make it transparent and let clerics cast normally (and thus consistent with other parts of 5e), just make it so they need the item. Make it as trivial or difficult to acquire as you wish. - [U]In a world ruled by a different Pantheon[/U], clerics must achieve a pact with a local god similar to theirs for their casting. This could be handled dozens of ways: maybe they need to visit a temple and talk to senior clerics, or pray directly to a relevant god for help, or even offer a trade; your god gives me proxy-powers, and my god will help out one of your traveling clerics in the same way later. Or demand a service before granting powers the players can use on their own causes. A particularly powerful visiting cleric might find him or herself approached by divine representatives as soon as they arrive in another Pantheon. What I like about it is it lets you move the problem of clerics being treated differently than other classes more or less to the background, tactically, while still paying homage to the thematic elements of gods and pantheons. [/QUOTE]
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