AlexSlesh Can we have this for tempest cleric too? =( its my favorite cleric and I feel its the only thing missing there ( I know it might make him more powerful, but I don't know how to add this myself T_T )
I don't think that removing War Priest is the way to go. After all, a Swords Bard can use their inspiration to make extra attacks as early as level three while still gaining Extra Attack as a feature at level 6. I think it would be more suitable to keep War Priest. It scales almost identically to bardic inspiration, but is less powerful. After all, it doesn't recover on a short rest or add extra damage.
I've created this version of the mod based on your file. I'd like to upload it as an alternative to your version, but only with permission. It's based on your work, after all.
My idea was not to make War Cleric more powerful, after all, Clerics have powerful spells, I just wanted to get rid of the annoying gameplay mechanic, which "war priest charges" are, while maintaining the main feature of a War Cleric. Keeping both "war priest charges" and extra attack would be overpowered and straight-up cheating and also doesn't work well, because when attacking, you would get 3 attacks, but the game will spend war priest charge first, before the extra attack, using your charge and bonus action even if you didn't want to.
Agree that keeping War Priest would be fine. It wouldn't be gamebreaking or overpowered in world of 6 attack Swords Bards, 3 attack Padlocks, 40-damage Unarmed Strikes and 2 Twinned Maximised Chain Lightnings a turn, not to mention Radiating Orb/Reverberation debuff Clerics that can unavoidably render whole groups of enemies helpless. The opportunity cost of giving up powerful Cleric spells to make 2-3 attacks (weaker ones than many other builds) seems a very fair tradeoff.
That said, the fact that it wouldn't work well is quite an obstacle.
I just tested a lvl 12 version of this. Extra attack works great, but it lets me add the 1d8 from divine strikes (lvl 8 ability) twice in one turn. Once per swing. I'm unsure if this is related to the clerics subclass mod I have installed or the way Larian programmed it. Might be a bit OP?
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its my favorite cleric and I feel its the only thing missing there ( I know it might make him more powerful, but I don't know how to add this myself T_T )
That said, the fact that it wouldn't work well is quite an obstacle.
I just tested a lvl 12 version of this. Extra attack works great, but it lets me add the 1d8 from divine strikes (lvl 8 ability) twice in one turn. Once per swing. I'm unsure if this is related to the clerics subclass mod I have installed or the way Larian programmed it. Might be a bit OP?