I have a character idea that's heavily moon themed,and was thinking of being a trickory cleric/moon druid,but both classes have great abilitys,and I just can't choose,so I decided to have my cake and eat it too,by makeing a cleric subclass which fuses the two classes.
I am makeing this for advice on how to do that,other then just make a subclass with the druids spell list and some text about adding wildshape. I have a general idea on that part.
What I want help with is the subclass name,what abilitys it could have,and if/how i should implement the wild shape as a god given pseudo lycanthropy.
I'd go at it from the other direction, as a Druid with a Trickery subclass, because you mostly talked about Druid class features & Cleric subclass features.
I'd go at it from the other direction, as a Druid with a Trickery subclass, because you mostly talked about Druid class features & Cleric subclass features.
As I suspected, it's massively overpowered. No game with any balance at all will allow you to pick 2 full subclasses, plus an entire spell list, especially as a caster that prepares spells rather than learning them. Also, you have to match the levels that other subclasses of that class gain abilities. For darkvision, it's a Druid spell, and you can shift into a beast that has it naturally, so it doesn't seem worth having to bargain with your GM. But since you'll be the only one playing this subclass you can get a little funky during character creation. I suggest getting rid of the full druid list, pick the 10 domain spells you'd like from a mix of trickery & druid spells, and then check out the Eberron Mark of X races and/or the Ravnica backgrounds to fill out your spell list. It's at least technically within the rules, but pretty contrived from a roleplaying perspective if you use both. You can replace the iconic aspects of Trickery with Mirror Image & Invisibility spells, either casting them yourself or using a magic item. Lastly, be a Cleric of the Moon Circle, with wild shaping as your Channel Divinity (good call there), and adjusting the levels of the Druid Circle abilities to match when Clerics get their Domain abilities.
Thanks for the advice. Why do you say it's unbalanced/overpowered? Also,for the darkvision, I copied it from the Twilight Domain UA,so talk to WOTC if you think it's OP. Also,there is a official precedent for a subclass getting a whole extra spell list:the divine soul sorcerer,and even if they do get access to all the druid spells,you can only prepare a limited amount of spells a day,so I don't see how that's a issue. Additionally,why so you say that I "have to match the levels that other subclasses of that class gain abilities"? The only subclass feature that doesn't line up is the 14th lv one copyed from the moon druid,and that was because (IMO) giveing it at lv 8 is to early,and of 17 to late.
This isn't me calling you wrong. I genuinely want to know why you said what you said. Ps,do you think makeing the dark vision have a range of 200ft is more fair?
Why is having 2 subclasses overpowered when everyone else only gets 1? Basic math.
UA items have by definition not been play-tested extensively, and it's another addition to already having 2 subclasses & a second full spell list. It's also not part of Trickery or Moon.
A Divine Soul Sorcerer can still only learn 15 spells base (plus 1 more for Divine Magic), so that's not equivalent to giving a Cleric/Druid/Paladin the same ability, as those classes learn every spell on their list automatically. A Sorcerer can change 1 memorized spell each time it levels up. A Cleric can change all its memorized spells each time it wakes up.
For Domain spells, each subclass gets 2 of each level, 1 thru 5 (10 spells total).
I would start with the Trickery Domain spells, Wild Shape as your Divine Channel, the 2nd & 6th level abilities from Moon, and the 2nd (moved to 8th, maybe add a 2nd illusion of you for the level difference) & 17th level abilities from Trickery. Play that for a few sessions, and then talk with the GM about what you feel is missing, and what they'd let you add on or tweak.
I have a character idea that's heavily moon themed,and was thinking of being a trickory cleric/moon druid,but both classes have great abilitys,and I just can't choose,so I decided to have my cake and eat it too,by makeing a cleric subclass which fuses the two classes.
I am makeing this for advice on how to do that,other then just make a subclass with the druids spell list and some text about adding wildshape. I have a general idea on that part.
What I want help with is the subclass name,what abilitys it could have,and if/how i should implement the wild shape as a god given pseudo lycanthropy.
OK,so l got bord waiting for someone to reply with ideas,so l went ahead and made this:https://www.dndbeyond.com/subclasses/622131-moon-domain
I'd go at it from the other direction, as a Druid with a Trickery subclass, because you mostly talked about Druid class features & Cleric subclass features.
true,but i felt it was harder to add cleric abilitys (like channel divinity and destroy undead) to a druid,then to add wildshape to a cleric,and so l made this:https://www.dndbeyond.com/subclasses/622131-moon-domain
As I suspected, it's massively overpowered. No game with any balance at all will allow you to pick 2 full subclasses, plus an entire spell list, especially as a caster that prepares spells rather than learning them. Also, you have to match the levels that other subclasses of that class gain abilities. For darkvision, it's a Druid spell, and you can shift into a beast that has it naturally, so it doesn't seem worth having to bargain with your GM. But since you'll be the only one playing this subclass you can get a little funky during character creation. I suggest getting rid of the full druid list, pick the 10 domain spells you'd like from a mix of trickery & druid spells, and then check out the Eberron Mark of X races and/or the Ravnica backgrounds to fill out your spell list. It's at least technically within the rules, but pretty contrived from a roleplaying perspective if you use both. You can replace the iconic aspects of Trickery with Mirror Image & Invisibility spells, either casting them yourself or using a magic item. Lastly, be a Cleric of the Moon Circle, with wild shaping as your Channel Divinity (good call there), and adjusting the levels of the Druid Circle abilities to match when Clerics get their Domain abilities.
Thanks for the advice. Why do you say it's unbalanced/overpowered? Also,for the darkvision, I copied it from the Twilight Domain UA,so talk to WOTC if you think it's OP. Also,there is a official precedent for a subclass getting a whole extra spell list:the divine soul sorcerer,and even if they do get access to all the druid spells,you can only prepare a limited amount of spells a day,so I don't see how that's a issue. Additionally,why so you say that I "have to match the levels that other subclasses of that class gain abilities"? The only subclass feature that doesn't line up is the 14th lv one copyed from the moon druid,and that was because (IMO) giveing it at lv 8 is to early,and of 17 to late.
This isn't me calling you wrong. I genuinely want to know why you said what you said. Ps,do you think makeing the dark vision have a range of 200ft is more fair?
Why is having 2 subclasses overpowered when everyone else only gets 1? Basic math.
UA items have by definition not been play-tested extensively, and it's another addition to already having 2 subclasses & a second full spell list. It's also not part of Trickery or Moon.
A Divine Soul Sorcerer can still only learn 15 spells base (plus 1 more for Divine Magic), so that's not equivalent to giving a Cleric/Druid/Paladin the same ability, as those classes learn every spell on their list automatically. A Sorcerer can change 1 memorized spell each time it levels up. A Cleric can change all its memorized spells each time it wakes up.
For Domain spells, each subclass gets 2 of each level, 1 thru 5 (10 spells total).
I would start with the Trickery Domain spells, Wild Shape as your Divine Channel, the 2nd & 6th level abilities from Moon, and the 2nd (moved to 8th, maybe add a 2nd illusion of you for the level difference) & 17th level abilities from Trickery. Play that for a few sessions, and then talk with the GM about what you feel is missing, and what they'd let you add on or tweak.
I see. Thank you for your input.