Grants the ability to substitute radiant for necrotic or necrotic for radiant damage inflicted by your spell or melee attacks at will.
As a reaction you can attempt to substitute radiant for necrotic, or necrotic for radiant damage, caused by the process of a spell cast by another creature. If the creature is casting a spell of 3rd level or lower, its spell's damage type will be transposed . If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell damage is converted.
It seems a bit needlessly complex tbh. Sorcerer's get their transmute metamagic which provides more damage types for one sorcery point and no reaction usage. I would allow the clerics to choose at will but restrict it to neutral alignment clerics for the purposes of roleplay. You could also limit it to a few uses per long rest if you really want to restrict it.
I was attempting to reduce the complexity by "kludging" the counter spell mechanics, since it's an already established rule. I had considered a uses/recharge system but thought it was needless restrictive and thought that burning a reaction to convert the damage type could provide some interesting role play opportunities as well. This was born out of my frustration when building a necromancy based character and discovering that almost all of the default spells for clerics only dealt radiant damage and I didn't feel like cloning them all as homebrews just to change the damage type! The idea of basing an entire class on the flow/conversion of energy/damage type had also crossed my mind. The perfect class for a true neutral/Karmic balance character.
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Cry HAVOC! and let slip the mustelids of war...
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Cry HAVOC! and let slip the mustelids of war...
It seems a bit needlessly complex tbh. Sorcerer's get their transmute metamagic which provides more damage types for one sorcery point and no reaction usage. I would allow the clerics to choose at will but restrict it to neutral alignment clerics for the purposes of roleplay. You could also limit it to a few uses per long rest if you really want to restrict it.
I was attempting to reduce the complexity by "kludging" the counter spell mechanics, since it's an already established rule. I had considered a uses/recharge system but thought it was needless restrictive and thought that burning a reaction to convert the damage type could provide some interesting role play opportunities as well. This was born out of my frustration when building a necromancy based character and discovering that almost all of the default spells for clerics only dealt radiant damage and I didn't feel like cloning them all as homebrews just to change the damage type! The idea of basing an entire class on the flow/conversion of energy/damage type had also crossed my mind. The perfect class for a true neutral/Karmic balance character.
Cry HAVOC! and let slip the mustelids of war...