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The Not-Cleric Class for the Other Powers
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9256636" data-attributes="member: 6802951"><p>If you wish to, you can most certainly create new classes and spell lists to custom-fit concepts more closely than the existing classes do. I'm most definitely not going to suggest you can't do that. I was just thinking of ways you could work with the existing classes.</p><p></p><p>Most spellcaster classes have such a range of spells and abilities that you can represent a <em>lot </em>of concepts in just spell selection, and only the most retentive of DMs are going to force a player's character to follow a god if they are a cleric or force a character empowered by a deity (god or similarly divine non-god) to be a cleric.</p><p></p><p>5e Paladins have never required gods, merely an oath. A character empowered by the primordial snake god <em>could </em>be a cleric, and pick spells and subclass to reflect that. <em>Or </em>they could be better represented by a druid. The follower of the volcano god could also be a druid and the druid spell list is expansive enough that they could come across as completely different from the snake god druid character. Or the volcano god devotee could be represented by a red draconic sorceror if that fits better with the player's vision.</p><p></p><p>The cleric spell list has a lot of support spells on it because that is the role that the character became in earlier editions. A player isn't required to select any of those support spells if that doesn't fit with the concept. Spells can also be reflavoured to fit the character concept: a celestial summoned by the snake god cleric might be a coatl, but one summoned by the volcano god worshipper might not the the usual radiant being descending on feathered wings, but might be a being of pure lava bursting out of the earth amid gouts of smoke for example.</p><p></p><p>Divine, primal etc are words that don't have much meaning in 5e and you should not feel limited by them when they do appear. Its your game and reflavouring is free.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9256636, member: 6802951"] If you wish to, you can most certainly create new classes and spell lists to custom-fit concepts more closely than the existing classes do. I'm most definitely not going to suggest you can't do that. I was just thinking of ways you could work with the existing classes. Most spellcaster classes have such a range of spells and abilities that you can represent a [I]lot [/I]of concepts in just spell selection, and only the most retentive of DMs are going to force a player's character to follow a god if they are a cleric or force a character empowered by a deity (god or similarly divine non-god) to be a cleric. 5e Paladins have never required gods, merely an oath. A character empowered by the primordial snake god [I]could [/I]be a cleric, and pick spells and subclass to reflect that. [I]Or [/I]they could be better represented by a druid. The follower of the volcano god could also be a druid and the druid spell list is expansive enough that they could come across as completely different from the snake god druid character. Or the volcano god devotee could be represented by a red draconic sorceror if that fits better with the player's vision. The cleric spell list has a lot of support spells on it because that is the role that the character became in earlier editions. A player isn't required to select any of those support spells if that doesn't fit with the concept. Spells can also be reflavoured to fit the character concept: a celestial summoned by the snake god cleric might be a coatl, but one summoned by the volcano god worshipper might not the the usual radiant being descending on feathered wings, but might be a being of pure lava bursting out of the earth amid gouts of smoke for example. Divine, primal etc are words that don't have much meaning in 5e and you should not feel limited by them when they do appear. Its your game and reflavouring is free. [/QUOTE]
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