on first thought, just adding more spell choices and more proficiency is kinda lame, and not so cleric :( on second thought, this IS the knowledge domain, so that would actually fit perfectly :)
omg, that long?! D: i guess its worth it though, imma try it myself, btw, d you have plans for enhancing spore circle? ive got an idea about shroom zombies(combining the fungi zombies with those underdark mushrooms, making them walking bombs instead of just zombies with only 9 hp,like confusing spore, healing spore) :P
Thanks for this mod! It's such a joy to discover these mods that take something and actually make it good.
If you don't mind, could you include the Warlock's spell list as well? It only makes sense for me that a Knowledge focused man would not limit himself to neutral spells and endeavours, but rather try to learn as much as possible, regardless of the knowledge's origin.
I realise that this would add a lot of extra flexibility for the subclass, but since the number of spells that can be picked are limited, I don't think it's a problem. Also, it allows for even more build variety, which I personally love.
Thank you in advance, whether you decide to implement this or not, separately or not.
That's a neat idea, its given me something to think about.
Edit: I'd been looking for a way to do something like this but with Warlock instead and had been spitballing a way to integrate it into Trickery Domain but it never felt quite right. I've had a pretty neat idea that I think will work, now I know what I'm spending today on lmao
I swapped the versions to the Warlock spell list as that sounds pretty awesome. Unfortunately when I go to select certain spells (Armor of agathys, hellish rebuke, hex, etc.) it doesn't allow them to actually be selected. I can click it, but it is immediately deselected. Some spells could be selected, however, (expeditious retreat, charm person, witch bolt). It seems like the warlock spell list is showing, but only spells that are on the wizard spell list can actually be chosen.
That is probably where I made the mistake. I'll give it a try later today and report back.
Edit: Confirmed that I am indeed just an idiot that doesn't follow directions. Respeccing to a different class before switching to the warlock spell list mod option fixed the issue. Thanks again for the awesome mod!
I sadly have no idea how to go and do that. It's fine: I'm waiting on patch 7 anyway and I'm hoping you will be able to include the change when the patch goes live.
Hi. I am using the 5e Spells mod by DiZ, as it has some other mods that rely on it to add tabletop content (and new spell scrolls of them into inventories). Do you know if this domain will work with 5e Spells instead of Spells Extra? Apologies if this might be rude to ask but I've already started a run with it and hoped to add this mod after seeing that there's no Arcana domain.
You need Spells Extra as it contains the lists for this mod. However, they are both fully compatible with 5e Spells. Spells Extra doesn't add anything to the normal spell lists on its own, there's an optional file for that should you want it.
First of all, great mod! Very cool and interesting.
I had a quick question: I'm assuming that the Wizard spells gained by this mod will still rely on Intelligence stat for save DC and such, is that correct?
Assuming this is the case, I'm going to want a reasonable Intelligence score along with a high Wisdom score?
Hello! I'm having a (possible) issue where the wizard spells I pick on level up aren't always prepared in the way cleric domain spells usually are. I was wondering whether this is intentional or maybe a problem with my load order.
The "always prepared" domain spells is why I initially got this. I love the idea of the mod, so I'll be keeping an eye on it in case you ever figure it out!
Will this mod work with the unleashed cleric and combined cleric mods? I think with the combined cleric mod makes all subclasses combined into one, and thats knowledge so I would this this wont work also, if thats the case I wont be downloading it.
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on second thought, this IS the knowledge domain, so that would actually fit perfectly :)
D: i guess its worth it though, imma try it myself, btw, d you have plans for enhancing spore circle? ive got an idea about shroom zombies(combining the fungi zombies with those underdark mushrooms, making them walking bombs instead of just zombies with only 9 hp,like confusing spore, healing spore) :P
If you don't mind, could you include the Warlock's spell list as well? It only makes sense for me that a Knowledge focused man would not limit himself to neutral spells and endeavours, but rather try to learn as much as possible, regardless of the knowledge's origin.
I realise that this would add a lot of extra flexibility for the subclass, but since the number of spells that can be picked are limited, I don't think it's a problem. Also, it allows for even more build variety, which I personally love.
Thank you in advance, whether you decide to implement this or not, separately or not.
That's a neat idea, its given me something to think about.
Edit: I'd been looking for a way to do something like this but with Warlock instead and had been spitballing a way to integrate it into Trickery Domain but it never felt quite right. I've had a pretty neat idea that I think will work, now I know what I'm spending today on lmao
Thanks for the awesome mod!
Edit: Confirmed that I am indeed just an idiot that doesn't follow directions. Respeccing to a different class before switching to the warlock spell list mod option fixed the issue. Thanks again for the awesome mod!
I had a quick question: I'm assuming that the Wizard spells gained by this mod will still rely on Intelligence stat for save DC and such, is that correct?
Assuming this is the case, I'm going to want a reasonable Intelligence score along with a high Wisdom score?
Thanks!
I'm making Gale into a Knowledge Domain Cleric with a 1 or 2 level dip in Wizard and I confused myself by overthinking it.
Again, excellent mod!