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| #1RKVMJun 21, 2015 18:08:53 | Templar At 1st level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells The Eldritch Knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Vigilance At 3rd level you gain proficiency in Perception. If you already have proficiency, you double it. This does not stack with Expertise. You no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance). Additionally, you learn the spell Compelled Duel. You always have it prepared and it does not count against the number of spells you can prepare each day. At 1st level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells The Arcane Trickster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Edit 6/23/15:
Moved Insight Advantage to level 3 so Inquisitors feel the effect of their subclass choice outside of combat sooner in their career.
Swapped Zone of Truth at 13 for Detect Thoughts. Perhaps this isn't necessary, but I think the spell works just as well for the class, if not better. Might change back later. Also added the ability to use WIS instead of CHA for Persuade/Intimidate while the spell is active, and WIS instead of INT for resist contest. Less MAD is always good.
Sould Laid Bare is now Detect Thoughts at-will. This is why I swapped ZoT for DT at 13. The wording I originally used for SLB was exactly what DT does, only lesser.
Edit 6/24/15:
Revised and fleshed out Spellcasting sections.
Added a limited number of uses per short rest to Accusation and narrowed Advantage on Insight checks to only work on targets affected by Accusation. |
| #2Xeviat-DMJun 22, 2015 1:49:48 | I really like the concepts here. I think they should have spells known, not spells prepared, though; but knowing their domain spells automatically should be fine. I was worried that the concepts for these would be lacking, as I originally saw it as grid filling, but I do like them.
I'll look at the balance when it isn't 2 in the morning. |
| #3MechatarrasqueJun 22, 2015 8:00:08 | I didn't think I was going to like these, but I do. I like the synergies you made between the cleric abilities and the fighter/rogue abilities.
I don't object to chosen warrior on the grounds of being too OP, but on the grounds of too many dice rolls. I would say roll the dice at the beginning of the day, and use that number for the rest of the day.
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| #4Jared711Jun 22, 2015 18:01:12 |
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| #5RKVMJun 22, 2015 19:04:48 |
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| #6Jared711Jun 23, 2015 9:50:28 |
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| (Reply to #6)RKVM |
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| #8Jared711Jun 24, 2015 10:10:14 | Darkvision at level 7 would be good. If they already have it, it extends distance.
At level 10 or 15. You could add a see invisible (action to activite) that can be used for a short duration.
Perhaps they could have something that gives them +5/advantage to investigate illusions and they automatically get a check. |
| (Reply to #8)RKVM |
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| #10Jared711Jun 25, 2015 10:04:10 |
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