If you want to play a war cleric I must recommend taking the great weapon master feat and using a heavy weapon of your choice. The +10 to hit ability means you can turn around a miss with the -5. Not to mention with your extra attacks from class and feat you can attack twice pretty much whenever you need to. I'm playing one in a campaign right now and I can hang with the barbarian for melee damage even at level 5.
You mentioned Piety from the Theros book. Another great thing is commandments from the Wildemount. I do this for everyone who says they pray to a deity or get divine power. 1D4+2 commandments. Most are nebulous and abstract and written in the same style as the Wildemout commandments are, be stoic in the face of adversity, but one or two of them are actual you need to do this thing. Example once a month eat a meal of game taken by your own skill and prepare and eat it in solemn remembrance of lost allies or provide a feast capable of feeding scores and devout it to inspire others to walk a similar path. They can lose piety for breaking commandments, but they really only gain it for the big ones. Then once they have enough piety to start getting boons then they start getting contacts either through the church or through the divine on what is needed of them.
I'm really glad you guys are still producing these, even if they're a different format than they used to be. I always appreciate the insights that you offer into the minutiae of dnd.
Honestly, I think that a War Cleric getting Extra Attack at level 6 or 7 would be perfectly fine. It would be a little later than the main warrior types, but be an improvement to the War Priest ability. Maybe trade a few Domain spells for more crowd control ones. 7th Freedom of Movement -> Evards Black Tentacles 9th Hold Monster -> Wall of Stone
Honestly could use more videos on clerics and building the divine sense of our worlds in general. Something doesn't sit right with me and the way WizardsotC went with the portfolio system of godhood. I liked the way you talked about a spiritual world and would love to hear more flavor about what is the divine and what inspires/powers these beings and their priests
I personally think that with the Paladin being an core class in the game. I think the Cleric should be more focused to be the Divine Caster, less front line combat. To help make the two have better/clearer difference between the two. And I think that Oaths AND Domains should be chosen for both Clerics and Paladins. Paladins are Divine fighters so I think something that more concrete tie them to their gods should be there. Also Clerics should give an Oath to their god to be granted the blessing of divine power. Great video as always.
I always thought of the Cleric and the Paladin as the same thing on two sides of a spectrum. The Cleric is the spellcaster with a little durability and the Paladin is the frontline fighter with a little spellcasting. They are both very similar in theme but their class mechanics are so different.
Yeah I see little reason for both being in the game. I'd much rather see something closer to priests in warcraft. An unarmoured divine caster, the wizards counterpart in the divine sphere.
On the 'calling down a miracle' idea. I think that is bang on. I used to play an iteration of DnD using Rollmaster Rules. In that game Clerics has a pool of 'Piety' points. They prayed each day and game 1-4 piety points. I don't believe there was a cap. So as you set off adventuring you might have 80-90 or more piety points. Spells needed a varying degree of piety to cast ranging from 2-9 points. In this game all the skills were based on d100% and you need to roll over 101 to succeed. So a cleric could expend a portion (or all) of their piety points to call down a miracle...if you used up 40 piety points you got 40+d100 and had to get over 101 to succeed. The dm would use discretion to determine the outcome. So all that said I think the cleric having some sort of ability to call on their diety for a miracle makes total sense...with degree for success increasing as you increase in level. I'm not sure if it could be as simple as the dice modifier being 1/2 your level to a d20 vs a set DC by the DM...with a 10 day/30day cooldown? Thanks for the video - this is great!
@@Heimal I think this misses the point. It's a cool ribbon feature that helps make the cleric stand out as a follower of a certain deity. The fact that this wasn't a strong advantage just makes it hurt more that it was removed.
"Clerics domains and extra features make them more flavorful than Wizzies" also "We should give clerics Wish" XD Great breakdown & supposition! Looking forward to the Next class vid!
Re: Divine Intervention... I'm glad I'm not the only one unimpressed by the RAW, lol! In my games Clerics get access to it at level 1, with a percentage roll equal to their level, and they get an extra 1% bump at ASI levels; this means a 1% at level 1, 5% at level 4, 10% at level 8, 15% at level 12, and 20% at level 15. To offset this being too OP, I made the cooldown a number of days equaling (27 - class level), so a low level player can get "lucky", but can do so less often than a higher level player. I also tend to grant lesser effects to lower level players, but that's simply because it takes a far lower effect to meet their needs.
Pointy Hat floated the idea of a Possession-path barbarian, since so much barb stuff is talking about spirits. Bring the rageful spirit of an ancestor into you, or the protective soul of a parent who sacrificed themself for a child, etc, for different effects.
I adore clerics. In my long running world, I have a world spanning group of clerics that operate as independent special operators. Think SEAL Team 6. They form political alliances with the royalty and the Arcane Elite to finance new magic items and specialty gear. Like Mithril platemail you can swim in. Or "oil of silence" which makes things coated in it perfectly silent. They're absolute beasts in and out of combat and the forces of evil recognize their sigil.
I made a Tank Cleric lol. Warforged Twilight Domain Cleric plate armor and 2 lvls into Artificer to juice my Armor class. I sit at 19 and can obviously go higher with spells. My party needed a tank AND a Cleric. So I figured I would see if I could fill that role. Honestly Twilight Domain Clerics aren't a bad option for a lower level tank for a party. And our channeled divinity is just juicy for myself and my party. Obviously there are better tanks but I am having a absolute blast with this od ball creation.
I have a cleric that is a devotee of a deity of wisdom. When they successfully use divine intervention, they _know_ something as absolute truth that forces a favorable outcome. An example being they _know_ that there is a weak link in the knee joint of the bbeg's armor and if they strike it in such a way that they _know_ how to do it will drive that link into an old wound and cripple them (permanently affect them with the effects of the slow spell until they are healed by regeneration or higher spell equivalent). For other cleric types, I have used the model in the past where when they succeed a divine intervention, they are given a specific course of action to complete that doesn't make any intuitive sense for the situation. If they take it on faith and do as instructed, there is an elaborate and near comically long-odd chain of events that it sets into motion that decisively tips the situation in the cleric's favor. I like this style of intervention, even though it usually requires me to call a short break to come up with some ridiculous chain of event, because it seems much more 'divine' in nature than just obliterating stuff or sending a laughably powerful being. I prefer my deities to have to be more subtle in how they are allowed to throw their power around by cosmic law to give them a reason to need and use mortal followers.
I've wanted to do a cleric of the Red Knight for a long time and my first thought was that's a god whose cleric almost certainly learn combar first so probably start off as a Battlemaster, to capture that feeling of battlefield control. So maybe War Cleric gets Manoeuvres instead of the BA Attack? Add a rider that Battlemaster and War Cleric levels stack for Manoeuvre Dice along with maybe some light incentive and you're even encouraging an MC to trade spellcasting for martial prowess.
Man, I totally forgot how spheres worked in 2e, and now I miss it. I like how this distinguishes the class much more. Let's bring back the concept of a deity's portfolio!
our party got a boon from their patron, Magic Initiate feat for free, but Warlock only. Our warpriest often uses it but also has to balance it against the warpriest bonus attack, makes a difference at 11th level though. Called a Valkyrie to cleanse an evil temple with Divine Intervention, that was swole!
I think the Nature Cleric is highly underrated. They get an excellent group of spells and the dampen elements feature is awesome as well. That channel divinity is buns though.
Cast Aid twice at 3rd level and now your whole party has an extra 10 HP. Our party had 6 (including my Cleric) so that's 60 hp. Mass Healing Word on the same number of characters can heal 1D4+ your spell-casting modifier on the same number of people so not quite as good. Also, everyone having +10 HP is MUCH more useful when the enemy Fireball goes off on the party! Healing after the fact is swimming upstream.
Raw, you can't stack aid. It's not specific to aid, but a rule for all spells. If you get the exact same type of effect from different sources, it does not stack. For example, having three wizards cast magic weapon at it's lowest level on the same sword makes a +1 weapon, not +3.
altough the bard is considered the jack of all trades.. and rogue has this amazing skill set... cleric feels the most versatile class to me. I have so many cleric concepts ready.
In my opinion the war cleric should get extra attack at 6th level. Every other dish subclass in the sub class in the game boring the hexblade gets extra attack at 6th level and the explain gets access to it at 5th if they took packed up the blade. I think that the fact that It's A-war cleric doesn't just get extra attack is a Tragedy. Sorry about the format talk to text
At higher levels Spiritual Weapon and Spirit Guardians feel like a strait jacket. I hope they get a more varied spell list, or more significant domain features at level 8.
If Clerics have a melee cantrip you could flavor it as weapon attacks that are blessed with divine energy. Not sure if they have something like Shocking Grasp though.
Cleric is definitely one of the better made classes in 5e. One minor complaint I have with it is that it kind of has this weird blend of polytheism and monotheism to it, which blurs its identity a bit (since they work a bit differently)
Good video! Why not give War Domain an extra attack at level 6 and take away war priest at level 1? Valor Bard, Hexblade, and Bladesinger all get extra attack at level 6.
Ha, I fairly recently made a post on Reddit saying that classes should stop gaining features after 10th level, and levels from there to 20 are just feature improvements.
Good video. Lots of thoughts and ideas to explore. Just off to build me a civilisation domain to build the ultimate monster hunter cleric. The van helsing all extra planar beings can fear as they are tracked down and exorcised from the plane.
On your point for the spell lists. Could it be fixed by as simply as extending the divine domain spells extending to all of the spell levels rather than stopping at 5th level? Mind you i guess at that time the options of the list are pretty limited anyway?
The main change to clerics I make is turning Divine Intervention into the summon system from all the final fantasy games. My setting has has the Astral Sea as the over-god with the four elemental Primes as the parents of all the gods that live on the outer planes. Nessek and Sogellos from 3e Ghostwalk, Denari from 3e Dieties and Demigods, and Titania because I needed an Air prime and I like the idea of the "airhead" of the 4 abandoning her duties to the plane of Air to flit off to the feywild with her husband/son. Don't worry. That's just the way pagan gods are. Everything was fine with the four Primes until the gods of Eberron invaded and started the age of war. This lead to a million years of gods fighting gods and everytime their blood hit one of the four elements left on the battlefield by the Primes new gods were born. A million years of war and the creation of medusas, Aboleths, Ifreeti, and all kinds of other creatures that were the beloved servants of the Primes until they were captured by the invader gods and twisted into monsters. Then the leader of the invader gods, probably the silver flame, was injured and its blood mixed with all 4 elements and the essence of the astral sea. This gave birth to the divine mothers. Two greater Dieties that looked out across the battlefield, shook their heads, waved their hands, and slew all the invader gods. This is why Eberron's gods are "distant" in most settings. They're dead. Then the lesser gods born from the Primes began fighting. The divine mothers punished them by cutting off their access to the astral sea's god sustaining energy. Leaving them to crawl back to the Primes to be sustained by the elemental wells that drew their power from the astral sea. The outer plane gods made realms for themselves and crafted more or less the great wheel. Then the divine mothers created the material plane, but as they were creating humanity a god decided to stake his claim to their world. Bahamut, the son of Tiamat who was the first god born of fire at the dawn of the age of war, crated an aerie in the prime material and sired legions of dragons. The divine mothers did not care for his attitude so they sent their first daughter of 6, the Slayer, Goddess of everything with a Strength score above 15, to end Bahamut. The Slayer slew Bahamut and started an eternity long vendetta between Tiamat, one of her sun god sons Pholtus, and any dragon descended races that choose her side. The Six Daughters and the Divine Mothers are winning that feud by the way. The other gods saw that when Bahamut was slain no new god was sired in his place. Fearing oblivion they gave up on drawing divine sustaining energy from the material plane and its mortals. Until they started to starve and a few got desperate. Odin, a child of the Water Prime Sogellos along with the entire Norse pantheon, took the first risky step. Sif gave him her favorite Labrys, he said his farewells to all his children and his wife, and he traveled to the material plane. He arrived in Bahamut's Aerie holding the axe and was immediately noticed by the Slayer. They locked eyes, and Odin took a knee. He raised the Labrys above his bowed head, offering the handle to the Slayer. The Slayer blinked then smiled. She stalked up with her God dragon slaying great sword Zantetsuken and snatched the labrys out of Odin's hands. He braced himself for death, and then almost fainted in shock as the most deadly sword in creation was gently placed in his still outstretched palms. They looked into each other's eyes once more. Odin nodded. The Slayer smiled and the Labrys became her holy symbol. And that is how the process of sorting out which gods are free to send avatars to the prime material and solicit worship from mortals began. Obey the rules and offer appropriate tribute to the Daughters and you and your whole family can be worshipped by mortals. Break the rules and you're cut off from the god sustaining energy offered by having mortals worship you. Offer lackluster tribute and one or more of the Daughters will bang your wife. Zeus and the rest of the Greek pantheon slotted into the larger Air Prime's pantheon would have died long ago if it weren't for the good will earned by Hera with the Wisdom Goddess the Healer, and Athena with the Int Goddess the Scholar, and Aphrodite with both the Slayer str and the Trickster dex, and Artemis with... well... we all know what Artemis' deal was. Hanging out in the woods with a dozen or so Nymphs and Dryads all the time. Sleeping in a giant pile like hamsters. Where was I again? Oh right! The summon monsters. This incredibly long paraphrasing of my setting's creation myth is why clerics of Odin, Thor, Loki or any water elemental pantheon Dieties can summon Leviathan, Bismarck, or Ramuh and any of the Demigods Ramuh keeps in the massive library he maintains near the heart of Sogellos' realm. But worshippers of the Daughters and the divine mothers can summon Bahamut or the avatar of Odin. Each interesting summon from FF history has a story for why they are the go to errand boys for one of the five big pantheons. Ifrit being the lover of Nessek and the first creature tortured and turned into a beastman by the invader gods. Gilgamesh and Enkidu being defeated and bound by the Daughters after trying to steal Odin's sword while he was summoned a dozen different times. And of course there are many dragons that sided with Tiamat against the Daughters, but many more who are dutiful worshippers of the Daughters. Especially the con goddess the Hero whose tryst with Asterenian ensured dragon kind would not be hunted to extinction. One of the first quest givers in my setting I send players to is the mayor of a rural farming village. He's an ancient red dragon who is elected in a legitimate election every couple years. He takes the elections very seriously and makes sure there is always someone running against him. But all the townspeople don't really care and keep voting for him as they have for the last 800 plus years. The mayor eats about 2% of their livestock every year, but he vigorously defends their community from all external threats which allows them to expand and raise far more livestock than any other village in that country. And when he needs to defend two places at once he hires PCs from the mercenary academy my setting revolves around. PCs who meet the dragon when he's either surveying which ram has the most "moxy" and will be best to put out to stud and sire his next generation of meals. Or when he's wrapping up a trial of some creep who got handsy with the innkeeper or the tavern waitresses. They walk in on the whole town cheering as some guy gets plucked out of a zone of truth and dropped into jaws the size of a townhouse.
I really want to see them frame druids as divine nature casters and toss the Nature domain. Druids were priests historically, and I'd love to see the game match the lore more
While I like that a 5e cleric can do more than heal, I dislike that in 5e healing in combat is largely pointless unless you're a life cleric or you're using healing word to whack a mole repeatedly picking teammates off the ground. You can still effectively use healing after a battle of course, but even then natural healing is so strong in 5e that the value of that is questionable. During combat even a life cleric can struggle to keep up with the damage done. I love the efficiency of 5e rules over 2e and 3e in general, but in my game I nerfed natural healing (along with the dying mechanic) closer to 3e and slightly buffed magical healing.
I have done much the same, mate. Until you can cast *Heal* there is precious little use to expending a spell slot in battle for HP restoration unless an ally is making Death Saves... You're almost always getting more use by simply killing things faster.
I think that is on purpose to speed up combat. D&D5e combat can drag on as is and increasing the power of healing effects would only make this worse. No only would players favor less aggressive strategies but the the bad guys get those better healing effects too.
@@Nathan_Talisien As far as the death saves of 5e, I actually like the mechanic in the sense that it scales with level better than the -10 rule of 2e and 3e. The -10 rule however means that firstly, you could be killed outright. This is an important threat as it encourages players to be smart rather than having no sense of risk and relying on a bonus action spell to instantly put them back on their feet. You also needed teamwork to stabilize unlike 5e where you're statistically more likely to self stabilize than die unless an enemy is mindlessly whacking on you while you're on the ground. If you did go negative and unconscious in 2e/3e, you might have 1 round for a teammate to get to you or 10...so an average of 5.5 rounds on the ground. So, I adopted the overall concept of a death save mechanic for the value it offers for scaling, but changed it so that the death save is made starting from the moment the character drops, and a single failed save means death, but the save is easier to make. A failure is a roll of a 1 on a d6. So there's about a 16.5% chance of being killed instantly upon going down, and after 5 rounds of making death saves there's statisically about a 2 in 3 chance that over that time the player rolls a 1 and the character dies. No auto stabilization. I've played with the idea of kicking it back to a d8 which would reduce the lethality to a 12% chance of being killed instantly and a 55% chance of dying over 5 rounds on the ground. Either way, I also require 10 points of cumulative healing to bring someone to 1 hit point so no more whack a mole bs. Healing word would need to be upcast to accomplish this....and I killed revivify with fire.
@@MC-gj8fg I don't disagree about the Death Save mechanic; I was simply pointing out that before a player is making them, the over-all value of any spell that isn't providing massive amounts of healing is essentially nil compared to the over-all value of simply dealing more damage. My solution to the issue of *Revivify* was to give it a viability window of 1 hour, but up the casting time to 10 minutes. While this seems broken at first, it has invariably lead to more reckless combat on the part of PC's who assume they can just cast it after battle. My enemy NPC's are very willing to take prisoners, though, and I don't pull punches in battle... More than a few players have lost characters to the party making reckless combat choices to "kill faster" and ending up captured; sure, they eventually manage to escape or get ransomed back, but it takes far too long to save the fallen ally- which just provides either a plot hook in the search for a powerful enough caster to raise the PC, or a chance for someone to make a new character.
9th lvl cleric spell instead of wish: Pray Works exactly like wish but instead of getting what you want and the dm corrupting it with technicalities, you almost never get exactly what you want but you always get what you need.
They're live streaming these recent episodes instead of doing full productions and edits because they're in the final stretch for their book, and the guy who did the vast majority of their production, video editing, sound editing, and location scouting left the company a couple months after the start of the pandemic. Go watch their video "Games that aren't D&D 5e" from a year ago through to the very end. If it means the finalized Weird Wastelands book is better it's not a problem that episodes the last few months have been 1 to 2 hour long Q&A sessions instead of more produced 30 minute scripted videos.
Recently, I've been mulling over ideas for Cleric(maybe all Divine magic) having their spells cost only a bonus action to cast; providing something like "Extra Cast", allowing you to cast two spells in a turn, or maybe when a spell slot is used, you are refunded half a spell slot equal to half the spell's level cast rounded down; other forms of changing the action cost of their spells; and a few more half-crocked ideas. These ideas stemmed more from the idea of divine magic shouldn't be as exhausting to cast as it is for the sorcerer who physically has to exert themselves when casting, the aged Wizard constantly pushing the mind CPU limit, and son. Of all the forms of magic, Divine Magic seems "easiest" to cast for the caster. My god is doing it for me you know, but I understand some RP aspects that say the god using you as a vessel can cause exhaustion and stuff like that. However, I do like the idea of the Cleric being able to cast more than the other classes, based on their level of devotion to their god and their domains. DnD does shy from rewarding players with strong in-game mechanics, especially combat ones, for RPing well, but I hope 6e will drop this fear. I think, if the design philosophy were to head in that direction, it would benefit Clerics and Warlocks a lot.
I love most of ur videos and the open approach u take toward the classes. . . Buuuut I can't help but see this as u trying to paladin the cleric w/o calling it a Paladin. Just my opinion/view. Grain of salt and all tht. 🖖
16:45 Stuff like that is what's missing. Animism, mysticism. Heck even priests writing angry letters about a doctrinal issue to each other. You can't have that because they can just ask the gods as DnD currently is.
"Why is it problematic?" "I don't know. Maybe because it was coined by English colonizers coming in to lands and cultures they were exploiting, walking up to the guy holding the stick that Hermes' holy symbol and most modern medical symbols are derived from, and saying "So you must be what passes for a doctor among these savages, eh?" Don't get me wrong. It was my favorite class in Diablo 3, but there are a dozen less problematic terms that mean the exact same thing.
@@CitanulsPumpkin I mean, I don't hold ignorance of a term against somebody. But I was happy that, once broached, people didn't argue or act in bad faith. That's refreshing (to me, at least).
37:30 Another thing I dislike about DnD clerics. If it's a magic you learn albeit a different tradition from Arcane you get loads of intresting things like is the gods real or are the clerics just mages drinking their own cool aid. And you can have the clergy partly being filled with people who have joined to gain power... God knows that was a big problem in the real medieval church. Saint Ambrose was only baptised on the day he became a Bishop and has never spent a day as a priest before then.
If you want to play a war cleric I must recommend taking the great weapon master feat and using a heavy weapon of your choice. The +10 to hit ability means you can turn around a miss with the -5. Not to mention with your extra attacks from class and feat you can attack twice pretty much whenever you need to. I'm playing one in a campaign right now and I can hang with the barbarian for melee damage even at level 5.
You mentioned Piety from the Theros book. Another great thing is commandments from the Wildemount. I do this for everyone who says they pray to a deity or get divine power. 1D4+2 commandments. Most are nebulous and abstract and written in the same style as the Wildemout commandments are, be stoic in the face of adversity, but one or two of them are actual you need to do this thing. Example once a month eat a meal of game taken by your own skill and prepare and eat it in solemn remembrance of lost allies or provide a feast capable of feeding scores and devout it to inspire others to walk a similar path. They can lose piety for breaking commandments, but they really only gain it for the big ones. Then once they have enough piety to start getting boons then they start getting contacts either through the church or through the divine on what is needed of them.
I didn't know of commandments.
Thank You
I'm really glad you guys are still producing these, even if they're a different format than they used to be. I always appreciate the insights that you offer into the minutiae of dnd.
Honestly, I think that a War Cleric getting Extra Attack at level 6 or 7 would be perfectly fine. It would be a little later than the main warrior types, but be an improvement to the War Priest ability.
Maybe trade a few Domain spells for more crowd control ones.
7th Freedom of Movement -> Evards Black Tentacles
9th Hold Monster -> Wall of Stone
Honestly could use more videos on clerics and building the divine sense of our worlds in general. Something doesn't sit right with me and the way WizardsotC went with the portfolio system of godhood. I liked the way you talked about a spiritual world and would love to hear more flavor about what is the divine and what inspires/powers these beings and their priests
And another day passes that I miss web dm
Just what I needed. Working on a Cleric right now. Thank you Web DM!
I personally think that with the Paladin being an core class in the game. I think the Cleric should be more focused to be the Divine Caster, less front line combat. To help make the two have better/clearer difference between the two. And I think that Oaths AND Domains should be chosen for both Clerics and Paladins. Paladins are Divine fighters so I think something that more concrete tie them to their gods should be there. Also Clerics should give an Oath to their god to be granted the blessing of divine power.
Great video as always.
I always thought of the Cleric and the Paladin as the same thing on two sides of a spectrum. The Cleric is the spellcaster with a little durability and the Paladin is the frontline fighter with a little spellcasting. They are both very similar in theme but their class mechanics are so different.
Yeah I see little reason for both being in the game. I'd much rather see something closer to priests in warcraft. An unarmoured divine caster, the wizards counterpart in the divine sphere.
On the 'calling down a miracle' idea. I think that is bang on. I used to play an iteration of DnD using Rollmaster Rules. In that game Clerics has a pool of 'Piety' points. They prayed each day and game 1-4 piety points. I don't believe there was a cap. So as you set off adventuring you might have 80-90 or more piety points. Spells needed a varying degree of piety to cast ranging from 2-9 points. In this game all the skills were based on d100% and you need to roll over 101 to succeed. So a cleric could expend a portion (or all) of their piety points to call down a miracle...if you used up 40 piety points you got 40+d100 and had to get over 101 to succeed. The dm would use discretion to determine the outcome.
So all that said I think the cleric having some sort of ability to call on their diety for a miracle makes total sense...with degree for success increasing as you increase in level. I'm not sure if it could be as simple as the dice modifier being 1/2 your level to a d20 vs a set DC by the DM...with a 10 day/30day cooldown?
Thanks for the video - this is great!
This was well timed. I’m introducing a Forge Cleric to my party this weekend
I definitely miss clerics getting the proficiency of their deity's favored weapon.
At leastthats a super easy rule exception to add in.
Except they almost all sucked
@@Heimal I think this misses the point. It's a cool ribbon feature that helps make the cleric stand out as a follower of a certain deity. The fact that this wasn't a strong advantage just makes it hurt more that it was removed.
@@Heimal they were flavorful, but there were some solid options like the Heavy Mace, Bastard Sword, and Warhammer.
"Clerics domains and extra features make them more flavorful than Wizzies"
also
"We should give clerics Wish" XD
Great breakdown & supposition! Looking forward to the Next class vid!
Re: Divine Intervention... I'm glad I'm not the only one unimpressed by the RAW, lol! In my games Clerics get access to it at level 1, with a percentage roll equal to their level, and they get an extra 1% bump at ASI levels; this means a 1% at level 1, 5% at level 4, 10% at level 8, 15% at level 12, and 20% at level 15. To offset this being too OP, I made the cooldown a number of days equaling (27 - class level), so a low level player can get "lucky", but can do so less often than a higher level player.
I also tend to grant lesser effects to lower level players, but that's simply because it takes a far lower effect to meet their needs.
Monks lived cloistered in monestaries. Friars were basically travelling monks. A Cleric was just an ordained clergyman, ranging from Deacon to Pope.
1:01:04 PREACH! So much bloat in the class spell list and not enough breathing space for thematic domain spells.
Pointy Hat floated the idea of a Possession-path barbarian, since so much barb stuff is talking about spirits. Bring the rageful spirit of an ancestor into you, or the protective soul of a parent who sacrificed themself for a child, etc, for different effects.
I adore clerics. In my long running world, I have a world spanning group of clerics that operate as independent special operators. Think SEAL Team 6. They form political alliances with the royalty and the Arcane Elite to finance new magic items and specialty gear.
Like Mithril platemail you can swim in. Or "oil of silence" which makes things coated in it perfectly silent.
They're absolute beasts in and out of combat and the forces of evil recognize their sigil.
I made a Tank Cleric lol. Warforged Twilight Domain Cleric plate armor and 2 lvls into Artificer to juice my Armor class. I sit at 19 and can obviously go higher with spells. My party needed a tank AND a Cleric. So I figured I would see if I could fill that role. Honestly Twilight Domain Clerics aren't a bad option for a lower level tank for a party. And our channeled divinity is just juicy for myself and my party. Obviously there are better tanks but I am having a absolute blast with this od ball creation.
I have a cleric that is a devotee of a deity of wisdom. When they successfully use divine intervention, they _know_ something as absolute truth that forces a favorable outcome. An example being they _know_ that there is a weak link in the knee joint of the bbeg's armor and if they strike it in such a way that they _know_ how to do it will drive that link into an old wound and cripple them (permanently affect them with the effects of the slow spell until they are healed by regeneration or higher spell equivalent).
For other cleric types, I have used the model in the past where when they succeed a divine intervention, they are given a specific course of action to complete that doesn't make any intuitive sense for the situation. If they take it on faith and do as instructed, there is an elaborate and near comically long-odd chain of events that it sets into motion that decisively tips the situation in the cleric's favor.
I like this style of intervention, even though it usually requires me to call a short break to come up with some ridiculous chain of event, because it seems much more 'divine' in nature than just obliterating stuff or sending a laughably powerful being. I prefer my deities to have to be more subtle in how they are allowed to throw their power around by cosmic law to give them a reason to need and use mortal followers.
If you think nature is poorly designed because of the channel divinity, then you are forgetting how powerful thorn whip and spirit guardians is
I've wanted to do a cleric of the Red Knight for a long time and my first thought was that's a god whose cleric almost certainly learn combar first so probably start off as a Battlemaster, to capture that feeling of battlefield control.
So maybe War Cleric gets Manoeuvres instead of the BA Attack? Add a rider that Battlemaster and War Cleric levels stack for Manoeuvre Dice along with maybe some light incentive and you're even encouraging an MC to trade spellcasting for martial prowess.
Thanks for another awesome video/stream!
Any plans on running a Werid Wastelands campaign on twitch? I would love to see it!
That's a great idea!
Man, I totally forgot how spheres worked in 2e, and now I miss it. I like how this distinguishes the class much more. Let's bring back the concept of a deity's portfolio!
our party got a boon from their patron, Magic Initiate feat for free, but Warlock only. Our warpriest often uses it but also has to balance it against the warpriest bonus attack, makes a difference at 11th level though. Called a Valkyrie to cleanse an evil temple with Divine Intervention, that was swole!
I wish they would bring spheres back. It was such a great way to flavor each religion.
I think the Nature Cleric is highly underrated. They get an excellent group of spells and the dampen elements feature is awesome as well. That channel divinity is buns though.
I think perhaps War cleric would benefit from something between rage and bladesong, like a passive akin to the twilight domain 30ft aura
Cast Aid twice at 3rd level and now your whole party has an extra 10 HP. Our party had 6 (including my Cleric) so that's 60 hp. Mass Healing Word on the same number of characters can heal 1D4+ your spell-casting modifier on the same number of people so not quite as good. Also, everyone having +10 HP is MUCH more useful when the enemy Fireball goes off on the party!
Healing after the fact is swimming upstream.
Raw, you can't stack aid. It's not specific to aid, but a rule for all spells. If you get the exact same type of effect from different sources, it does not stack. For example, having three wizards cast magic weapon at it's lowest level on the same sword makes a +1 weapon, not +3.
altough the bard is considered the jack of all trades.. and rogue has this amazing skill set... cleric feels the most versatile class to me. I have so many cleric concepts ready.
In my opinion the war cleric should get extra attack at 6th level. Every other dish subclass in the sub class in the game boring the hexblade gets extra attack at 6th level and the explain gets access to it at 5th if they took packed up the blade. I think that the fact that It's A-war cleric doesn't just get extra attack is a Tragedy. Sorry about the format talk to text
At higher levels Spiritual Weapon and Spirit Guardians feel like a strait jacket. I hope they get a more varied spell list, or more significant domain features at level 8.
If Clerics have a melee cantrip you could flavor it as weapon attacks that are blessed with divine energy. Not sure if they have something like Shocking Grasp though.
Cleric is definitely one of the better made classes in 5e. One minor complaint I have with it is that it kind of has this weird blend of polytheism and monotheism to it, which blurs its identity a bit (since they work a bit differently)
Good video! Why not give War Domain an extra attack at level 6 and take away war priest at level 1? Valor Bard, Hexblade, and Bladesinger all get extra attack at level 6.
Ha, I fairly recently made a post on Reddit saying that classes should stop gaining features after 10th level, and levels from there to 20 are just feature improvements.
War cleric if you did have that berserk thing you could add advantage on concentration saves during it
Good video. Lots of thoughts and ideas to explore. Just off to build me a civilisation domain to build the ultimate monster hunter cleric. The van helsing all extra planar beings can fear as they are tracked down and exorcised from the plane.
On your point for the spell lists. Could it be fixed by as simply as extending the divine domain spells extending to all of the spell levels rather than stopping at 5th level? Mind you i guess at that time the options of the list are pretty limited anyway?
The main change to clerics I make is turning Divine Intervention into the summon system from all the final fantasy games.
My setting has has the Astral Sea as the over-god with the four elemental Primes as the parents of all the gods that live on the outer planes. Nessek and Sogellos from 3e Ghostwalk, Denari from 3e Dieties and Demigods, and Titania because I needed an Air prime and I like the idea of the "airhead" of the 4 abandoning her duties to the plane of Air to flit off to the feywild with her husband/son. Don't worry. That's just the way pagan gods are.
Everything was fine with the four Primes until the gods of Eberron invaded and started the age of war. This lead to a million years of gods fighting gods and everytime their blood hit one of the four elements left on the battlefield by the Primes new gods were born.
A million years of war and the creation of medusas, Aboleths, Ifreeti, and all kinds of other creatures that were the beloved servants of the Primes until they were captured by the invader gods and twisted into monsters.
Then the leader of the invader gods, probably the silver flame, was injured and its blood mixed with all 4 elements and the essence of the astral sea. This gave birth to the divine mothers. Two greater Dieties that looked out across the battlefield, shook their heads, waved their hands, and slew all the invader gods. This is why Eberron's gods are "distant" in most settings. They're dead.
Then the lesser gods born from the Primes began fighting. The divine mothers punished them by cutting off their access to the astral sea's god sustaining energy. Leaving them to crawl back to the Primes to be sustained by the elemental wells that drew their power from the astral sea. The outer plane gods made realms for themselves and crafted more or less the great wheel.
Then the divine mothers created the material plane, but as they were creating humanity a god decided to stake his claim to their world. Bahamut, the son of Tiamat who was the first god born of fire at the dawn of the age of war, crated an aerie in the prime material and sired legions of dragons. The divine mothers did not care for his attitude so they sent their first daughter of 6, the Slayer, Goddess of everything with a Strength score above 15, to end Bahamut.
The Slayer slew Bahamut and started an eternity long vendetta between Tiamat, one of her sun god sons Pholtus, and any dragon descended races that choose her side. The Six Daughters and the Divine Mothers are winning that feud by the way.
The other gods saw that when Bahamut was slain no new god was sired in his place. Fearing oblivion they gave up on drawing divine sustaining energy from the material plane and its mortals. Until they started to starve and a few got desperate.
Odin, a child of the Water Prime Sogellos along with the entire Norse pantheon, took the first risky step. Sif gave him her favorite Labrys, he said his farewells to all his children and his wife, and he traveled to the material plane.
He arrived in Bahamut's Aerie holding the axe and was immediately noticed by the Slayer. They locked eyes, and Odin took a knee. He raised the Labrys above his bowed head, offering the handle to the Slayer. The Slayer blinked then smiled. She stalked up with her God dragon slaying great sword Zantetsuken and snatched the labrys out of Odin's hands. He braced himself for death, and then almost fainted in shock as the most deadly sword in creation was gently placed in his still outstretched palms.
They looked into each other's eyes once more. Odin nodded. The Slayer smiled and the Labrys became her holy symbol.
And that is how the process of sorting out which gods are free to send avatars to the prime material and solicit worship from mortals began. Obey the rules and offer appropriate tribute to the Daughters and you and your whole family can be worshipped by mortals. Break the rules and you're cut off from the god sustaining energy offered by having mortals worship you.
Offer lackluster tribute and one or more of the Daughters will bang your wife. Zeus and the rest of the Greek pantheon slotted into the larger Air Prime's pantheon would have died long ago if it weren't for the good will earned by Hera with the Wisdom Goddess the Healer, and Athena with the Int Goddess the Scholar, and Aphrodite with both the Slayer str and the Trickster dex, and Artemis with... well... we all know what Artemis' deal was. Hanging out in the woods with a dozen or so Nymphs and Dryads all the time. Sleeping in a giant pile like hamsters.
Where was I again? Oh right! The summon monsters. This incredibly long paraphrasing of my setting's creation myth is why clerics of Odin, Thor, Loki or any water elemental pantheon Dieties can summon Leviathan, Bismarck, or Ramuh and any of the Demigods Ramuh keeps in the massive library he maintains near the heart of Sogellos' realm. But worshippers of the Daughters and the divine mothers can summon Bahamut or the avatar of Odin. Each interesting summon from FF history has a story for why they are the go to errand boys for one of the five big pantheons. Ifrit being the lover of Nessek and the first creature tortured and turned into a beastman by the invader gods. Gilgamesh and Enkidu being defeated and bound by the Daughters after trying to steal Odin's sword while he was summoned a dozen different times.
And of course there are many dragons that sided with Tiamat against the Daughters, but many more who are dutiful worshippers of the Daughters. Especially the con goddess the Hero whose tryst with Asterenian ensured dragon kind would not be hunted to extinction.
One of the first quest givers in my setting I send players to is the mayor of a rural farming village. He's an ancient red dragon who is elected in a legitimate election every couple years. He takes the elections very seriously and makes sure there is always someone running against him. But all the townspeople don't really care and keep voting for him as they have for the last 800 plus years. The mayor eats about 2% of their livestock every year, but he vigorously defends their community from all external threats which allows them to expand and raise far more livestock than any other village in that country. And when he needs to defend two places at once he hires PCs from the mercenary academy my setting revolves around. PCs who meet the dragon when he's either surveying which ram has the most "moxy" and will be best to put out to stud and sire his next generation of meals. Or when he's wrapping up a trial of some creep who got handsy with the innkeeper or the tavern waitresses. They walk in on the whole town cheering as some guy gets plucked out of a zone of truth and dropped into jaws the size of a townhouse.
i wish enlarge/reduce was on the war cleric spell list. i feel like they really benefit from a few lvls of battle master fighter.
Loved Mage: the Ascension!
What was the deity for your specialty priest? Mine was Tempus. It was super cool to use a blade as a 2E cleric.
lol that thumbnail is great
I really want to see them frame druids as divine nature casters and toss the Nature domain. Druids were priests historically, and I'd love to see the game match the lore more
While I like that a 5e cleric can do more than heal, I dislike that in 5e healing in combat is largely pointless unless you're a life cleric or you're using healing word to whack a mole repeatedly picking teammates off the ground. You can still effectively use healing after a battle of course, but even then natural healing is so strong in 5e that the value of that is questionable. During combat even a life cleric can struggle to keep up with the damage done. I love the efficiency of 5e rules over 2e and 3e in general, but in my game I nerfed natural healing (along with the dying mechanic) closer to 3e and slightly buffed magical healing.
I have done much the same, mate. Until you can cast *Heal* there is precious little use to expending a spell slot in battle for HP restoration unless an ally is making Death Saves... You're almost always getting more use by simply killing things faster.
I think that is on purpose to speed up combat. D&D5e combat can drag on as is and increasing the power of healing effects would only make this worse. No only would players favor less aggressive strategies but the the bad guys get those better healing effects too.
@@Nathan_Talisien As far as the death saves of 5e, I actually like the mechanic in the sense that it scales with level better than the -10 rule of 2e and 3e. The -10 rule however means that firstly, you could be killed outright. This is an important threat as it encourages players to be smart rather than having no sense of risk and relying on a bonus action spell to instantly put them back on their feet. You also needed teamwork to stabilize unlike 5e where you're statistically more likely to self stabilize than die unless an enemy is mindlessly whacking on you while you're on the ground. If you did go negative and unconscious in 2e/3e, you might have 1 round for a teammate to get to you or 10...so an average of 5.5 rounds on the ground. So, I adopted the overall concept of a death save mechanic for the value it offers for scaling, but changed it so that the death save is made starting from the moment the character drops, and a single failed save means death, but the save is easier to make. A failure is a roll of a 1 on a d6. So there's about a 16.5% chance of being killed instantly upon going down, and after 5 rounds of making death saves there's statisically about a 2 in 3 chance that over that time the player rolls a 1 and the character dies. No auto stabilization. I've played with the idea of kicking it back to a d8 which would reduce the lethality to a 12% chance of being killed instantly and a 55% chance of dying over 5 rounds on the ground. Either way, I also require 10 points of cumulative healing to bring someone to 1 hit point so no more whack a mole bs. Healing word would need to be upcast to accomplish this....and I killed revivify with fire.
@@MC-gj8fg I don't disagree about the Death Save mechanic; I was simply pointing out that before a player is making them, the over-all value of any spell that isn't providing massive amounts of healing is essentially nil compared to the over-all value of simply dealing more damage.
My solution to the issue of *Revivify* was to give it a viability window of 1 hour, but up the casting time to 10 minutes. While this seems broken at first, it has invariably lead to more reckless combat on the part of PC's who assume they can just cast it after battle. My enemy NPC's are very willing to take prisoners, though, and I don't pull punches in battle... More than a few players have lost characters to the party making reckless combat choices to "kill faster" and ending up captured; sure, they eventually manage to escape or get ransomed back, but it takes far too long to save the fallen ally- which just provides either a plot hook in the search for a powerful enough caster to raise the PC, or a chance for someone to make a new character.
9th lvl cleric spell instead of wish:
Pray
Works exactly like wish but instead of getting what you want and the dm corrupting it with technicalities, you almost never get exactly what you want but you always get what you need.
Actually it's Miracle. That's the Divine version of the Wish spell.
Is it okay to ask what happened to their video's sound quality?
They're live streaming these recent episodes instead of doing full productions and edits because they're in the final stretch for their book, and the guy who did the vast majority of their production, video editing, sound editing, and location scouting left the company a couple months after the start of the pandemic. Go watch their video "Games that aren't D&D 5e" from a year ago through to the very end.
If it means the finalized Weird Wastelands book is better it's not a problem that episodes the last few months have been 1 to 2 hour long Q&A sessions instead of more produced 30 minute scripted videos.
0:00-0:01 when I see a cleric video
Who actually makes the better necromancer? The wizard or the cleric (death or grave domain)? I need a necromancer for a campaign I'm running.
Definitely not a Grave domain cleric in 5e. Necromancer is better for undead in 5e
Recently, I've been mulling over ideas for Cleric(maybe all Divine magic) having their spells cost only a bonus action to cast; providing something like "Extra Cast", allowing you to cast two spells in a turn, or maybe when a spell slot is used, you are refunded half a spell slot equal to half the spell's level cast rounded down; other forms of changing the action cost of their spells; and a few more half-crocked ideas.
These ideas stemmed more from the idea of divine magic shouldn't be as exhausting to cast as it is for the sorcerer who physically has to exert themselves when casting, the aged Wizard constantly pushing the mind CPU limit, and son. Of all the forms of magic, Divine Magic seems "easiest" to cast for the caster. My god is doing it for me you know, but I understand some RP aspects that say the god using you as a vessel can cause exhaustion and stuff like that. However, I do like the idea of the Cleric being able to cast more than the other classes, based on their level of devotion to their god and their domains. DnD does shy from rewarding players with strong in-game mechanics, especially combat ones, for RPing well, but I hope 6e will drop this fear. I think, if the design philosophy were to head in that direction, it would benefit Clerics and Warlocks a lot.
I love most of ur videos and the open approach u take toward the classes. . . Buuuut I can't help but see this as u trying to paladin the cleric w/o calling it a Paladin. Just my opinion/view. Grain of salt and all tht. 🖖
my barbarian doesnt get wish at 20th level :(
Been a long time since I checked into this channel where's pruitt?
You missed your opportunity to sing "Colors Of The Wind" when talking about animism.
16:45 Stuff like that is what's missing. Animism, mysticism. Heck even priests writing angry letters about a doctrinal issue to each other. You can't have that because they can just ask the gods as DnD currently is.
Wheres pruit? not seen him in a while
That thing you said about wizards is 100% why I don't play them. Class / subclass features are so lacking.
Not a single mention of Trickery Domain… that’s how bad it is unfortunately.
Do druids next
Good callouts in the chat about "witch doctor" as a problematic term.
"Why is it problematic?"
"I don't know. Maybe because it was coined by English colonizers coming in to lands and cultures they were exploiting, walking up to the guy holding the stick that Hermes' holy symbol and most modern medical symbols are derived from, and saying "So you must be what passes for a doctor among these savages, eh?"
Don't get me wrong. It was my favorite class in Diablo 3, but there are a dozen less problematic terms that mean the exact same thing.
@@CitanulsPumpkin I mean, I don't hold ignorance of a term against somebody. But I was happy that, once broached, people didn't argue or act in bad faith. That's refreshing (to me, at least).
37:30 Another thing I dislike about DnD clerics. If it's a magic you learn albeit a different tradition from Arcane you get loads of intresting things like is the gods real or are the clerics just mages drinking their own cool aid. And you can have the clergy partly being filled with people who have joined to gain power... God knows that was a big problem in the real medieval church. Saint Ambrose was only baptised on the day he became a Bishop and has never spent a day as a priest before then.
Healer clerics are kind of the same pigeonholed stereotype as fireball wizard. its a terrible waste of potential
17:45 Exalted?
I really don't care much for how DnD handles the divine. It has given us so much about the Gods that we've no longer got room for religion.