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<blockquote data-quote="Celtavian" data-source="post: 6617282" data-attributes="member: 5834"><p>Some DMs are stingy. I need a way to keep my cash up for <em>simulacrum</em>. </p><p></p><p></p><p></p><p>I hope you reevaluate the Trickery domain if you do a cleric guide. It is probably the best domain for a cleric. Why? I'll lists the reasons in order for you to evaluate:</p><p></p><p>1. Bonus spells are amazing for a cleric. Almost every single spell is one a cleric doesn't have. Every single spell is useful in some aspect of the game whether combat, social, or exploration. Compare the bonus spell list for Trickery versus all the other bonus spells list. I think you'll see their value.</p><p></p><p>2. The abilities. Give Advantage on Stealth at will. No limit per day. Lasts for an hour. Advantage on Stealth in this edition is amazing. </p><p></p><p>3. Invoke Duplicity: This ability is incredibly interesting. It allows you to deliver touch spells at range. Or attack someone from near total cover or out of sight range. It also allows you to heal from range. You can deliver touch spells like <em>contagion</em>, cure from range, cast spells like <em>lesser restoration</em>, and it also makes an opponent decide who they are going to attack: you or your perfect image. Not to mention the ability to gain advantage in melee combat without spending any kind of action if you do happen to be in combat.</p><p></p><p>I've used my shadow to fight while standing 40 or 50 feet from the battle. It wanders around healing people and blasting away with <em>sacred flame</em> or other spells while I'm relaxing somewhere within sight of the battle, but nowhere near it. At the highest level you can have up to four of the duplicates spread about the battlefield near party members for delivery of important cures or restoratives while blasting away from various shadows making opponents choose to attack. Unless your DM can somehow show why the opponent would know exactly who was real and who was not.</p><p></p><p>Read the ability..."you create a perfect illusion of yourself." I'll provide more feedback as I use the ability more. The Trickery Domain has been incredibly useful so far.</p><p></p><p></p><p></p><p>I can see why it is slotted where it is. Not many spells do Psychic damage and apply the Frightened condition at the same time. Though like you I'm leaning towards <em>Evard's Black Tentacles</em> as the better spell at this level.</p><p></p><p></p><p></p><p>I was kind of shocked. Talk about ruining an adventure. </p><p></p><p>A spell that may need reevaluation after dealing with it tonight and reading it with an eye for the details: <em>dominate person</em></p><p></p><p>1. The target does not get a new save for doing something against its nature. Only damage allows a new save. You could have someone kill their entire family and they get no new save until they take damage. </p><p></p><p>2. If you take control of an attacker that doesn't often enter into battle like an archer or a caster, you can unleash a lot of power on the enemy without damage ever occurring to the dominated creature. </p><p></p><p>3. There is no skill to determine if the creature is dominated. Detect magic is not easy to cast in a timely manner. It's not easy to detect domination. </p><p></p><p>4. You could dominate a creature and have it give over its weapon, spell book, other valuables. Or take it out of the battle for the duration with one missed save. It gets no more saves until it takes damage. </p><p></p><p>It seems like a more useful spell given how easy it is to have an enemy fight its allies without ever getting another save.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6617282, member: 5834"] Some DMs are stingy. I need a way to keep my cash up for [I]simulacrum[/I]. I hope you reevaluate the Trickery domain if you do a cleric guide. It is probably the best domain for a cleric. Why? I'll lists the reasons in order for you to evaluate: 1. Bonus spells are amazing for a cleric. Almost every single spell is one a cleric doesn't have. Every single spell is useful in some aspect of the game whether combat, social, or exploration. Compare the bonus spell list for Trickery versus all the other bonus spells list. I think you'll see their value. 2. The abilities. Give Advantage on Stealth at will. No limit per day. Lasts for an hour. Advantage on Stealth in this edition is amazing. 3. Invoke Duplicity: This ability is incredibly interesting. It allows you to deliver touch spells at range. Or attack someone from near total cover or out of sight range. It also allows you to heal from range. You can deliver touch spells like [I]contagion[/I], cure from range, cast spells like [I]lesser restoration[/I], and it also makes an opponent decide who they are going to attack: you or your perfect image. Not to mention the ability to gain advantage in melee combat without spending any kind of action if you do happen to be in combat. I've used my shadow to fight while standing 40 or 50 feet from the battle. It wanders around healing people and blasting away with [I]sacred flame[/I] or other spells while I'm relaxing somewhere within sight of the battle, but nowhere near it. At the highest level you can have up to four of the duplicates spread about the battlefield near party members for delivery of important cures or restoratives while blasting away from various shadows making opponents choose to attack. Unless your DM can somehow show why the opponent would know exactly who was real and who was not. Read the ability..."you create a perfect illusion of yourself." I'll provide more feedback as I use the ability more. The Trickery Domain has been incredibly useful so far. I can see why it is slotted where it is. Not many spells do Psychic damage and apply the Frightened condition at the same time. Though like you I'm leaning towards [I]Evard's Black Tentacles[/I] as the better spell at this level. I was kind of shocked. Talk about ruining an adventure. A spell that may need reevaluation after dealing with it tonight and reading it with an eye for the details: [I]dominate person[/I] 1. The target does not get a new save for doing something against its nature. Only damage allows a new save. You could have someone kill their entire family and they get no new save until they take damage. 2. If you take control of an attacker that doesn't often enter into battle like an archer or a caster, you can unleash a lot of power on the enemy without damage ever occurring to the dominated creature. 3. There is no skill to determine if the creature is dominated. Detect magic is not easy to cast in a timely manner. It's not easy to detect domination. 4. You could dominate a creature and have it give over its weapon, spell book, other valuables. Or take it out of the battle for the duration with one missed save. It gets no more saves until it takes damage. It seems like a more useful spell given how easy it is to have an enemy fight its allies without ever getting another save. [/QUOTE]
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