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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="Chaosmancer" data-source="post: 7709148" data-attributes="member: 6801228"><p>The warlock/cleric comparison is a bit odd for me. </p><p>Both gain power from an outside entity, but Clerics are conduits of their god’s will manifest on earth. The Warlock cut a deal, either for power, desire, or survival. </p><p></p><p>For me, divine magic is all about community (this is probably stolen from FR and I’ve probably said it before). The god is powered by the worship and devotion of their community, all the people who believe in them. They gather up all those little shards of power, and then redistribute some of them back down to the clerics, whose purpose is to defend that community and bring more people into the fold. </p><p></p><p>The entities that grant warlocks their power aren’t like this. They are either independently powerful (like fey and GOO) or have the souls and hierarchy of Hell fueling them (fiend). Either way, there is not a large community of people openly worshipping Dis, like there is for Pelor. </p><p></p><p>This gets weird when you add dark, secretive deities, or decide that the gods of the monstrous races aren’t really gods and can only make warlocks instead of clerics. Personally, I have found in my homebrew that I don’t like “enemy gods” very much, so most of my darker deities have been moderated. IF you want to worship something evil with no regard for life, that’s what the Abyss and Hells are for, you’ve got plenty to choose from, but worshiping the Lord of Iron or the Master of Secrets should be more acceptable than worshipping Asmodeus or Orcus. </p><p></p><p>Also, beyond theme, there is almost no mechanical overlap between the two, which is my own personal biggest complaint with the Wizard and Sorcerer. This particular line of conversation comes from the response of the mechanical overlap being “just play a wizard and say it is a sorcerer” from some corners, which implies no issue in removing the sorcerer from the game entirely.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7709148, member: 6801228"] The warlock/cleric comparison is a bit odd for me. Both gain power from an outside entity, but Clerics are conduits of their god’s will manifest on earth. The Warlock cut a deal, either for power, desire, or survival. For me, divine magic is all about community (this is probably stolen from FR and I’ve probably said it before). The god is powered by the worship and devotion of their community, all the people who believe in them. They gather up all those little shards of power, and then redistribute some of them back down to the clerics, whose purpose is to defend that community and bring more people into the fold. The entities that grant warlocks their power aren’t like this. They are either independently powerful (like fey and GOO) or have the souls and hierarchy of Hell fueling them (fiend). Either way, there is not a large community of people openly worshipping Dis, like there is for Pelor. This gets weird when you add dark, secretive deities, or decide that the gods of the monstrous races aren’t really gods and can only make warlocks instead of clerics. Personally, I have found in my homebrew that I don’t like “enemy gods” very much, so most of my darker deities have been moderated. IF you want to worship something evil with no regard for life, that’s what the Abyss and Hells are for, you’ve got plenty to choose from, but worshiping the Lord of Iron or the Master of Secrets should be more acceptable than worshipping Asmodeus or Orcus. Also, beyond theme, there is almost no mechanical overlap between the two, which is my own personal biggest complaint with the Wizard and Sorcerer. This particular line of conversation comes from the response of the mechanical overlap being “just play a wizard and say it is a sorcerer” from some corners, which implies no issue in removing the sorcerer from the game entirely. [/QUOTE]
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