Okay, perhaps the title is a little hyperbolic but it is true. Currently they are the same old boring D&D 1.0 cleric and paladin trope. Thus, they suffer from the same old issues, overlapping flavor/themes and lack of utility. Do the gods of M&M's universe really have the exact same trope of followers as The Forgotten Realms (which was created in the late 1960s)?
Clerics and paladins currently overlap in the following themes:
- Frontline holy warriors
- Divine smite to vanquish enemies
- Heavy armor & shield wielding
- Divine Healing, Divine Buffing, and Resurrection
- Strong vs undead
I.e. They are the exact same theme... They live on the exact same class graph, and the only real difference between them is one is dialed to be better at tanking and the other to be a better at healing. That is it. Hard stop.
If Shadow Knights are becoming "monster hunters" to help differentiate them and add flavor from just a Necro + Fighter hybrid, why did clerics and paladins not get the same treatment?
So what now? I get that it is difficult to manage expectations of what a cleric and paladin is from a nostalgia perspective from both EQ and D&D.. There is already tons of hate coming at the SK rework. But I would encourage the devs to consider re-re-working these two classes as in their current state they are uninspired and flat.
"I dont see you coming up with anything better"... Okay, well I suppose I can't throw this much shade without offering some ideas of my own. So let me spitball some and so you can do the same... note, there are a million different ways you could rework these classes to make them more interesting and distinct. This is just one example for this post.
My off-the-cuff rework that adds distinction to theme and gameplay
The Cleric: "The Mouth of their God & Shepherd of their group"
The Cleric is the authoritative voice of divine law on the battlefield. They do not wade into the mud swinging maces or wearing steel plates. Instead, they stand in the midline wearing elaborate sacred vestments, issuing spoken decrees, ringing sounding bells, and swinging censers to guide, protect, and command the flock.
Armor: Cloth/Vestments only. To a Cleric, wearing heavy plate is heresy—an admission of doubt implying steel protects better than divine mandate. (to add variety I would have druids wear medium and shamans wear heavy)
Weapons/Focus: Sacred texts, censers, sounding bells
Core Mechanic A — Hymns (Voice of the Diety)
Similar mechanic as bard songs but can't be stacked or twisted. Instead a set of hymns rotate in a random (or non-random) order as the cleric sings them one after another. Hymns represent a deities divine "laws". As a mechanic they are conditions which when met trigger certain effects. E.g. when a player hits 40% hp the player is instantly healed, or when a monster casts a spell silence them, or when a PC casts a damage spell imbue it with additional divine damage. The hymn then ends and the next one begins. To keep from being completely random, the player selects a load out of X hymns, but can't control which is playing at a given time.
Core Mechanic B — The Shepherd’s Anointed (A Divine Conduit)
Designating the Anointed: The Cleric speaks a decree to anoint one party member as their deity's physical proxy on the frontline or backline.
Conduit Echoes: Whenever the Cleric casts a Crowd Control spell, Decree, or offensive spell, the divine magic echoes through the Anointed Proxy, triggering a role-specific secondary effect:
Anointed Tank: Casting CC or offensive spells converts divine energy into a direct heal or absorption ward on the tank. The Cleric can lock down adds or burst enemies without stopping the flow of healing to the tank
Anointed Physical DPS: Casting Decrees/Spells imbues the DPS with raw divine wrath, boosting their attack speed, armor penetration, or physical damage output.
Anointed Caster/Support: Casting Decrees/Spells grants spell haste or reduces mana costs for the target, helping maintain backline momentum.
Party Utility:
- Sanctuary: A spoken decree that creates a localized sanctuary zone. For a short duration, all damage dealt to both allies and enemies inside the zone is greatly reduced, granting a temporary truce to stabilize, regroup, or stall lethal boss mechanics.
- Command: Dictates target priority by force-shifting threat off endangered squishies.
- Divine Transportation - can summon PCs to their temple of worship.
The Paladin: "The Hand (Executioner) of their God & the Shield for their party"
While Paladins are visual symbols of their god in wearing shiny armor, they are not the stereotypical saintly heroes — they are their deity’s brutal, morally grey executioners. They handle the bloody, destructive mandates required to preserve the faith, buying protection for their party with the divine favor gained through slaying heretics and monsters (Shadow Knights were originally just an "evil paladin" after all.. so lets just move some of that identity over to paladin and let the new SK be more of a "monster hunter"). They mitigate damage from their allies and draw divine favor from their god by covering themselves in the blood of the unbelievers.
Armor & Gear: Heavy Plate, Tower Shields, Massive Weapons.
Core Mechanic — Litanies & Decrees (Escalating Fanatical Auras):
- The Litany (Escalating Aura): The Paladin maintains an active divine aura (Litany of Iron, Litany of Judgment).
- Tithe of Flesh (Aura Escalation): As heretics are damaged or executed, the Paladin builds stacks of Zealot's Tithe. Each stack magnifies the active aura's passive benefits (armor penetration, threat generation, damage reduction). Rapid kills stack the aura faster.
- The Decree (Aura Detonation): The Paladin consumes accumulated Zealot's Tithe to unleash a devastating Decree (Decree of Ruin, Decree of Absolution). This detonates the active Litany in a wave of kinetic/radiant power—shattering nearby monster armor and converting stored zeal into a damage shield for the Paladin.
Party Utility:
- Deferred Mortality (Death Intervention): The Paladin's functional "resurrection." When an ally takes fatal damage, the Paladin physically/divinely stays Death's hand, locking the ally at 1 HP for 4–6 seconds so the party can save them before true death occurs.
- Mark of the Heretic: Brands a monster, redirecting damage it deals to allies onto the Paladin.