D&D 5E How on earth is this balanced?! Twilight cleric, more in-play evidence


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Mort

Legend
Supporter
The focus has been on the Aura, but really it's the whole package that puts this cleric subclass over the top.

Abilities by 6th level :

1. Darkvision to 300', which you can share with the whole party (sharing only for 1 hour but still). Darkvision is common, but to 300' isn't and it means one of the few downsides to say variant human - gone;

2. Proficiency with martial weapons and heavy armor. Because why not;

3. Advantage on initiative, which you can give to someone else instead, if you want;

4. The allready heavily discussed Aura;

5. Fly speed for a number minutes per day = to your proficiency bonus. NOT concentration.

All by 6th level. Does any other subclass get such a large concentration of useful abilities?
 

I'm not super fussed about balance, but there has recently been a bunch of things that have me worried and make me think the designers don't know what they're doing. This is perhaps the most blatant one, but there are others. In recent Strixhaven UA had an ability to make an enemy vulnerable to any damage type. These sort of things just utterly destroy the balance assumptions of the game, and I don't feel this leads to fun experience. Now I feel that I am relatively decent at recognising these things and I'm not shy to houserule, but with an amount of content it can get pretty overwhelming. And I'd assume a lot of newer GM's fill be caught completely unaware and will be frustrated.

In PHB some things were a bit underpowered compared to others, but nothing super major. And of course players are usually more receptive for houserules that buff their characters rather than ones that nerf them.
 

The focus has been on the Aura, but really it's the whole package that puts this cleric subclass over the top.

Abilities by 6th level :

1. Darkvision to 300', which you can share with the whole party (sharing only for 1 hour but still). Darkvision is common, but to 300' isn't and it means of the few downsides to say variant human - gone;

2. Proficiency with martial weapons and heavy armor. Because why not;

3. Advantage on initiative, which you can give to someone else instead, if you want;

4. The allready heavily discussed Aura;

5. Fly speed for a number minutes per day = to your proficiency bonus. NOT concentration.

All by 6th level. Does any other subclass get such a large concentration of useful abilities?
Yes, it is too much, but it is the aura that totally breaks it.
 



Thunder Brother

God Learner
The focus has been on the Aura, but really it's the whole package that puts this cleric subclass over the top.

Abilities by 6th level :

1. Darkvision to 300', which you can share with the whole party (sharing only for 1 hour but still). Darkvision is common, but to 300' isn't and it means one of the few downsides to say variant human - gone;

2. Proficiency with martial weapons and heavy armor. Because why not;

3. Advantage on initiative, which you can give to someone else instead, if you want;

4. The allready heavily discussed Aura;

5. Fly speed for a number minutes per day = to your proficiency bonus. NOT concentration.

All by 6th level. Does any other subclass get such a large concentration of useful abilities?
For me personally, it's not just that the Twilight Cleric comes with a very powerful package of abilities, but also that the fluff of the subclass is, on the whole, very broad, to the point of being essentially three or so different ideas packaged into one.
 


DEFCON 1

Legend
Supporter
I'm not super fussed about balance, but there has recently been a bunch of things that have me worried and make me think the designers don't know what they're doing.
Well, I guess you better stop playing then. Can't play a game where the designers of the game have made one bad call amongst the 30 thousand calls they got right. Game's ruined. Get off the bus while you can.
 

Undrave

Legend
So what do people recommend is a good/fair fix for the Twilight cleric?
Not really. Campaigns wrapping up soon anyway.

She didn't really use it much earlier but has figured out how good it is.

I managed to land dominate person on the Paladin tonight. It also breaks charms.....

She did tone here character down. She's become addicted to MC sorcerer/clerics usually divine soul.

Her last character was death cleric 1/sorcerer XYZ.

I've got the double cleric tag team with a light cleric as well. He's seeing what she's doing spell wise and is copying her lead.

She kinda stumbled into it. Elistraee offered the domain, it's new and we have seen a few light clerics in action.

Tashas kindabuffed clerics and we have both come to the conclusion smart clerics use medium armor and buff wisdom.

Clerics in general are great just being a cleric.
Well, in this particular instance, I think the main thing to adjust is the rolling every turn. I’d just say ‘Cleric roll once and that’s how many temp HP you regenerate for the duration’ just to speed things along.

Once the campaign is over, then you can do pretty much anything. It’s not worth trying to nerf it mid-game if it’s this late in the campaign. But it will be something to consider in the future.

I think the temp HP should be a one of, and you should asjust the spell list a little.
 

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