The only way for a trickery cleric to get “trickery spells” before level 3 is magic initiate, which:
1. is only one spell
2. with WoTC going back to class based spell lists, the spellcasting modifier is likely going to match the class of magic initiate like before, and things like Disguise Self or charm person are only available on charisma or intelligence classes, which is MAD for clerics
3. Once a trickery cleric reaches level 3, they will get their first level domain spells (which should have been granted at level 1), but the problem is they can’t change the spells they chose for their magic initiate feat. Which sucks.
1. Before level 3 you only have 2-3 spell slots total so one free casting of a trickery spell is a 33%-50% increase in your spellcasting per day.
2. I highly doubt that since all the gain-spells species traits, and feats since Tasha have been "choose your spellcasting stat".
3. So you're telling me there are only 2x 1st level spells in the entirely game that are trickery themed?
3. Once a trickery cleric reaches level 3, they will get their first level domain spells (which should have been granted at level 1), but the problem is they can’t change the spells they chose for their magic initiate feat. Which sucks.
UA has "Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list." I don't see any reason to expect that to change.
Also, the casting stat on Disguise Self is not exactly crucial in my experience. It’s a little more relevant for Charm Person, but do you really want to spend one of your two or three slots per day on Charm Person in any case? And, finally, if you’re playing a Trickery Cleric it seems like a given you’d put some points into CHA, so your DC is only going to be marginally lower. Which emphasizes why MI should use the casting stat of the class you pick: it creates a minor trade-off for having a massively larger pool of options than the other “gain spell” feats, and one that can be readily mitigated at character creation.
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1. Before level 3 you only have 2-3 spell slots total so one free casting of a trickery spell is a 33%-50% increase in your spellcasting per day.
2. I highly doubt that since all the gain-spells species traits, and feats since Tasha have been "choose your spellcasting stat".
3. So you're telling me there are only 2x 1st level spells in the entirely game that are trickery themed?
UA has "Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list." I don't see any reason to expect that to change.
Also, the casting stat on Disguise Self is not exactly crucial in my experience. It’s a little more relevant for Charm Person, but do you really want to spend one of your two or three slots per day on Charm Person in any case? And, finally, if you’re playing a Trickery Cleric it seems like a given you’d put some points into CHA, so your DC is only going to be marginally lower. Which emphasizes why MI should use the casting stat of the class you pick: it creates a minor trade-off for having a massively larger pool of options than the other “gain spell” feats, and one that can be readily mitigated at character creation.