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General Tabletop Discussion
*Dungeons & Dragons
What are there so few 4th level cleric spells?
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<blockquote data-quote="DND_Reborn" data-source="post: 8792528" data-attributes="member: 6987520"><p>Well, Bards were already too powerful in our opinions, but we still gave them two things when we made them half-casters:</p><p></p><p>1) Allowing you to grant inspiration with your bonus action (as normal) or your reaction.</p><p>[ATTACH=full]263322[/ATTACH]</p><p>and 2) an additional college feature:</p><p>[ATTACH=full]263321[/ATTACH]</p><p></p><p></p><p>Other than the changes noted above, and they now follow half-caster progression, not much else has changed if you want to follow regular 5E. Now, our "MOD" has a LOT of general changes, some of which affect the Bard (as these changes affect each class though).</p><p></p><p></p><p>In the "full" MOD, Warlocks are a subclass of cleric so use the Cleric Spell List.</p><p></p><p>In the hacked down MOD, Warlocks were restored to a class, but we felt the inclusion of Eldritch Invocations made them powerful enough that removing Mystic Arcanum was warranted. However, a couple enhancements were added: 1) You gain your first Invocation at 1st level instead of waiting until 2nd, 2) Your Patron spells are automatically <em>known spells</em> for you, you don't have to choose them.</p><p></p><p>Given that Warlocks are the only short-rest spell recovery (with our revised spell system), they benefit from that change as well.</p><p></p><p>Now, others might not find these sufficient, but these changes create a balance my group is happy with.</p><p></p><p>Honestly, I haven't worked on this stuff in a while and we have 3-4 variant versions of the MOD lol! The full MOD was over 150 pages and approaching the point of becoming its own 5E variant (like A5E), and for the moment other projects have taken priority. I debate often if I want to just go all out and make my own game... <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8792528, member: 6987520"] Well, Bards were already too powerful in our opinions, but we still gave them two things when we made them half-casters: 1) Allowing you to grant inspiration with your bonus action (as normal) or your reaction. [ATTACH type="full" width="335px"]263322[/ATTACH] and 2) an additional college feature: [ATTACH type="full" width="337px"]263321[/ATTACH] Other than the changes noted above, and they now follow half-caster progression, not much else has changed if you want to follow regular 5E. Now, our "MOD" has a LOT of general changes, some of which affect the Bard (as these changes affect each class though). In the "full" MOD, Warlocks are a subclass of cleric so use the Cleric Spell List. In the hacked down MOD, Warlocks were restored to a class, but we felt the inclusion of Eldritch Invocations made them powerful enough that removing Mystic Arcanum was warranted. However, a couple enhancements were added: 1) You gain your first Invocation at 1st level instead of waiting until 2nd, 2) Your Patron spells are automatically [I]known spells[/I] for you, you don't have to choose them. Given that Warlocks are the only short-rest spell recovery (with our revised spell system), they benefit from that change as well. Now, others might not find these sufficient, but these changes create a balance my group is happy with. Honestly, I haven't worked on this stuff in a while and we have 3-4 variant versions of the MOD lol! The full MOD was over 150 pages and approaching the point of becoming its own 5E variant (like A5E), and for the moment other projects have taken priority. I debate often if I want to just go all out and make my own game... 🤷♂️ [/QUOTE]
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What are there so few 4th level cleric spells?
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