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AlexSlesh

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AlexSlesh

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14 comments

  1. DoctorBrydin
    DoctorBrydin
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    does this mod currently work?
  2. Bitterwood
    Bitterwood
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    What does the first level ability get replaced with?
  3. nobeliusfox
    nobeliusfox
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    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 )
  4. Phlodnar1
    Phlodnar1
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    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.
    1. Phlodnar1
      Phlodnar1
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      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.
    2. Frostfirev3
      Frostfirev3
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      I would like to have this mod too
    3. AlexSlesh
      AlexSlesh
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      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.
    4. TheWalt70
      TheWalt70
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      If you could change war priest charges to work like frenzied strike I think would be great.
    5. Khan1819
      Khan1819
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      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.
  5. blackjet86
    blackjet86
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    Nice homebrew fix!

    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?
    1. AlexSlesh
      AlexSlesh
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      Vanilla "Divine Strike" has a "Per turn" property, so it seems like your other mods are the culprits.
  6. JoaoSnow
    JoaoSnow
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    thanksss even the fact that i couldn't use a spell before atack to use the extra attack got me sad
    1. AlexSlesh
      AlexSlesh
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      That's how DnD works.
    2. Diamondarrel
      Diamondarrel
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      Doesn't make it good design, lots of things D&D don't make sense.