Is there any way you can fix war priest charge's base game function that makes it use the extra attack before using other actions to attack (maybe making the war priest charge attack a separate attack or a reaction)? I also ran into a situation where I used an action, then my bonus action to jump and the game wouldn't let me use my 2nd action to attack because i was stuck on the war priest charge extra attack without a bonus action. Not sure if this is hard coded into the game or not but just thought I would ask.
Both are very similar in concept. Except when you put them side by side In-game, in a combat situation the disparities are blatantly obvious.
In basic terms. The War Domain Cleric is kinda a tato vs a Paladin. The Paladin always has extra attack. Has Divine Smites, amazing Auras, fighting style, Lay on Hands which out heals the war clerics normal heals. The War Cleric has access to 4th/5th/6th level spells which, honestly aren't even that great and most require concentration . A really weak divinity charge ability., and Turn/Destroy Undead which is okay.
In P&P I am sure it is perfectly capable. But not in thia game. That is my rationle behind the mod.
While I don't necessarily disagree with you. Specially, so with this "A really weak divinity charge ability." Warmaster is very underwhelming and boring really.
This however "Lay on Hands which out heals the war clerics normal heals" is just not at all the case from my perspective. I'm kinda curious about the scenario that's involved with this statement.
Like, unless Wisdom is your dump stat, Cure Wounds is pretty much always going to be outpacing Lay on Hands per character level. And once you get Prayer of Healing you'll basically be out healing the Paladin's next 7 days of Lay on Hands in one cast.
yeah, I'm pretty much with the guy above me here. War domain isn't a class, it's a subclass for the cleric, and therefore still a cleric. It's a cleric that can hit things more good. Stands up better on the front lines, and can make use of the frankly many front line spells in the game without having to mostly just save their spell slots for smiting. Cure wounds and healing word can both be cast at higher levels for much greater healing potential than... like, two or three casts of lay on hands per day, so I have no idea what you're talking about there. and prayer of healing is like.. better healing then a short rest, depending on your level and the spell slot you use. And even when it's not... well, who cares? even at level three is a massive group heal that you can cast more then once, and there are plenty of ways to get your spell slots back in this game.
As for their high-level spells "Not being that great" ... I genuinely have no idea what you're talking about. Clerics get access to some amazingly powerful spells, even at mid tier like level 3 and 4. Hell, one of the most overpowered spells in the game is Spirit Guardians, which is specifically good for a war domain cleric on the front lines, and that's at spell level 3. At spell level 4, they get guardian of faith, and like... that guy locks s#*! down. and level six spells? Two separate spells that just straight up add a powerful companion to the fight. A heal that heals 70 with no roll. An attack spell that deals 14d6, an aoe that deals 6d10 and halves movement speed. The least useful spell at that level still grants 12 max hp (meaning it can continuously be replenished vie short rest/healing), prevents poisoned, frightened and diseased, and gives advantage to all wis saves to the entire party without being concentration. Yes, it's strong.
Honestly, I'm not saying not to make this mod, or anything like that. But claiming that a war cleric is "weaker" than a paladin is, frankly, wrong. Objectively so. and they aren't meant to be played like a paladin. They're meant to be played like a cleric... who also hits stuff more good.
In the context of the balance specifically within the confines of the game.. no. Go try an experiment turn on Tactician mode. Then run solo for a bit once as a Paladin and once as a War Domain Cleric. If you still feel everything is balanced in this viceo game I am not sure what to say. To me there is absolutely no comparison.
I suppose my mindset is a bit different than most, I like to have fun on all classes. There is reason like 70% of people played Paladin and the smallest amount of people played any domain of Cleric. This is per Larian.
But regardless of all that, people now have an option to use my mod if they have the same mindset as me.
My Devotion Paladin doesn't really output enough damage to solo on Tactician. At least, I'd think; I've never really tried it, but the lack of AOE to make up for a bunch of my party's attacks feels like it'd hurt....wait, does it scale encounters based on number of party members? It does that for levels to a point right?
But also, the character's created thing isn't the best justification. That's going to be more on people's perceptions of what a Cleric and what a Paladin are before playing, rather than how they play as they level up.
Normally, if I was going to go War cleric I make a Tempest cleric; because, yeah I agree War cleric is underwhelming. Honestly, something like the Tempest Clerics "Warth of the Storm" but you make a weapon attack sounds really cool. Something like:
"When a creature hits you or an ally. Strike back at the attacking creature with a weapon attack, adding your WIS to the attacks damage(or something like that), using a
If you have decent gear, a good 2 hander and the Great Weapon Master feat. You can one round nearly everything in this game with a Paladin. I know I have done it even on Tactician. Their Divine Smite is insanely powerful. Sure limited slots early on hurt. But later on you can really obliterate everything. Take out the big baddies, then move to weak stuff using regular attacks.
I am now playing with the 300% HP increase mod because it was getting too easy.
Maybe it is just my personal experience skewing it. But iI don't know because my coop friend was also just destroying everything on his Paladin. I couldn't do that on the Tempest or War Domain Cleric. Lack of smites and an extra attack really feel noticable on a Cleric.
Thats exactly whats funny about comparing Cleric to Paladin, Paladins are damage classes, Clerics are healers. Thats not a weakness of the War Domain, that's Cleric as a whole.
Agreed. Yes but also they are supposed to be buffers. Old D&D they could easily outshine a Paladin via tons of self buffs. But not anymore with concentration. Now any domain aside from being a straight healer the Cleric just lags to far behind to compete in combat.
Thank you so much for this mod. I'm someone who wants to lean into being a martial cleric and the war charge system as it stands just makes you feel like why even bother. If it was even just short rest I'd be happy. Extra attack is too powerful that it feels like why even have a weapon in your hand if you can't do a second blow? Just stick the mystra staff on your cleric and be a support bot in the rear.
Kinda funny that a war cleric vs paladin argument broke out in the comments :D
Cleric really isn't paladin and people need to stop trying to make it a paladin. War Cleric isn't meant to be able to fight as good as a martial when it's also a full caster, paladin fights better because it's only a half caster. This would be like if you tried to give arcane trickster as much power as a wizard despite being a third caster. You want to buff it without making it monstrously overpowered? Give it extra attack at 6 like the college of swords bard and call it a day.
Except the changes I made don't make it overpowered. It doesn't get a free extra attack as you still have to use charges. So I am not sure what you are going on about.
Also the changes I made you don't even need to use. Everything except the extra attack charges is completely modular. Remove what you don't want to use. So this gives people the ability to scale the class to THEIR taste.
I really like the mod, but I feel like Haste isn’t needed, sort of fights the spot for Guardian Spirits, which I would say be better off being concentrated on.
I love Divine Strike giving Radiant Damage seriously perfect, personally I feel like War Domains major fall back is the really have no abilities to use in melee for spell slots, honestly if you swap out Haste for just basic Divine Smite (Learnt at lvl 2) I feel like it’s a pretty good sweet spot and doubles down on being a whole Melee/Martial Cleric.
Example, Battle Starts Spiritual Weapon > Guardian Spirits for set up, then run in go nuts Divine Smiting and using War Priest bonus action, Divine Smite is a Weapon Attack, Guiding Bolt and Flamestrike as you close the gap to reach them.
I’ve always thought War Domain (personally all clerics ) all it really needed was basic Divine Smite to use spell slots while in melee. You still have ranged options with Guiding Bolt and Flamestrike but gives the flexibility of being able to be melee and not just an auto attack bot.
Thank you for the feedback. I will leave Haste as a granted spell, it doesn't need to battle anything for usage, it simply exists as an alternative to using Spirit Guardians.
I am working on a special new ability that will be enitrely unique to the War Cleric. It is similar to Divine Smite.
And another special treat which is a unique resource for all classes. Which will first be introduced here.
22 comments
edit: to be clear I'm not dunking on the mod, you're free to use whatever you want to have fun.
sign!! do not download or reply... or post... or speak... DigitalRainbow ... just go to the next page....
Jeez Liolande, where did you get the mod that got that stick so far up in there?
Both are very similar in concept. Except when you put them side by side In-game, in a combat situation the disparities are blatantly obvious.
In basic terms. The War Domain Cleric is kinda a tato vs a Paladin. The Paladin always has extra attack. Has Divine Smites, amazing Auras, fighting style, Lay on Hands which out heals the war clerics normal heals. The War Cleric has access to 4th/5th/6th level spells which, honestly aren't even that great and most require concentration . A really weak divinity charge ability., and Turn/Destroy Undead which is okay.
In P&P I am sure it is perfectly capable. But not in thia game. That is my rationle behind the mod.
This however "Lay on Hands which out heals the war clerics normal heals" is just not at all the case from my perspective. I'm kinda curious about the scenario that's involved with this statement.
Like, unless Wisdom is your dump stat, Cure Wounds is pretty much always going to be outpacing Lay on Hands per character level. And once you get Prayer of Healing you'll basically be out healing the Paladin's next 7 days of Lay on Hands in one cast.
It's a cleric that can hit things more good. Stands up better on the front lines, and can make use of the frankly many front line spells in
the game without having to mostly just save their spell slots for smiting. Cure wounds and healing word can both be cast at higher levels
for much greater healing potential than... like, two or three casts of lay on hands per day, so I have no idea what you're talking about there.
and prayer of healing is like.. better healing then a short rest, depending on your level and the spell slot you use. And even when it's
not... well, who cares? even at level three is a massive group heal that you can cast more then once, and there are plenty of ways to get your
spell slots back in this game.
As for their high-level spells "Not being that great" ... I genuinely have no idea what you're talking
about. Clerics get access to some amazingly powerful spells, even at mid tier like level 3 and 4. Hell, one of the most overpowered spells in
the game is Spirit Guardians, which is specifically good for a war domain cleric on the front lines, and that's at spell level 3. At spell
level 4, they get guardian of faith, and like... that guy locks s#*! down. and level six spells? Two separate spells that just straight up
add a powerful companion to the fight. A heal that heals 70 with no roll. An attack spell that deals 14d6, an aoe that deals 6d10 and halves
movement speed. The least useful spell at that level still grants 12 max hp (meaning it can continuously be replenished vie short
rest/healing), prevents poisoned, frightened and diseased, and gives advantage to all wis saves to the entire party without being
concentration. Yes, it's strong.
Honestly, I'm not saying not to make this mod, or anything like that. But claiming that a war cleric is "weaker" than a paladin is, frankly, wrong. Objectively so. and they aren't meant to be played like a paladin. They're meant to be played like a cleric... who also hits stuff more good.
I suppose my mindset is a bit different than most, I like to have fun on all classes. There is reason like 70% of people played Paladin and the smallest amount of people played any domain of Cleric. This is per Larian.
But regardless of all that, people now have an option to use my mod if they have the same mindset as me.
But also, the character's created thing isn't the best justification. That's going to be more on people's perceptions of what a Cleric and what a Paladin are before playing, rather than how they play as they level up.
Normally, if I was going to go War cleric I make a Tempest cleric; because, yeah I agree War cleric is underwhelming. Honestly, something like the Tempest Clerics "Warth of the Storm" but you make a weapon attack sounds really cool. Something like:
"When a creature hits you or an ally. Strike back at the attacking creature with a weapon attack, adding your WIS to the attacks damage(or something like that), using a
I am now playing with the 300% HP increase mod because it was getting too easy.
Maybe it is just my personal experience skewing it. But iI don't know because my coop friend was also just destroying everything on his Paladin. I couldn't do that on the Tempest or War Domain Cleric. Lack of smites and an extra attack really feel noticable on a Cleric.
Kinda funny that a war cleric vs paladin argument broke out in the comments :D
Also the changes I made you don't even need to use. Everything except the extra attack charges is completely modular. Remove what you don't want to use. So this gives people the ability to scale the class to THEIR taste.
I love Divine Strike giving Radiant Damage seriously perfect, personally I feel like War Domains major fall back is the really have no abilities to use in melee for spell slots, honestly if you swap out Haste for just basic Divine Smite (Learnt at lvl 2) I feel like it’s a pretty good sweet spot and doubles down on being a whole Melee/Martial Cleric.
Example, Battle Starts Spiritual Weapon > Guardian Spirits for set up, then run in go nuts Divine Smiting and using War Priest bonus action, Divine Smite is a Weapon Attack, Guiding Bolt and Flamestrike as you close the gap to reach them.
I’ve always thought War Domain (personally all clerics ) all it really needed was basic Divine Smite to use spell slots while in melee. You still have ranged options with Guiding Bolt and Flamestrike but gives the flexibility of being able to be melee and not just an auto attack bot.
There can be another way to use attack charge as class resource
And,can we have more combos between spells and weapons?
After all, this is a caster who can chop people with a sword,right?
please...?