Horwath
Legend
That is OK combo, nothing specialNope I ran the order cleric. Rogue in party and slavery barbs.
you get more out if in the endI swabbed SB for bless.
That is OK combo, nothing specialNope I ran the order cleric. Rogue in party and slavery barbs.
you get more out if in the endI swabbed SB for bless.
That is OK combo, nothing special
you get more out if in the end
[insert "if you need darkness to scare your players then youre not a good gm" comment here] /sOthers have addressed the mechanical issues already. I would like to focus on this issue, which is more of a genre / gameplay issue in my mind. I acknowledge that you are not the DM in this situation. However, I would like to share my opinion that I think darkvision on all the PCs will lessen your enjoyment of Curse of Strahd ... and therefore, having easy access to long distance darkvision will exacerbate that gameplay issue.
I think having even one character that can see in the dark is not conducive to the horror genre. The fact that even one PC can see the vampire lurking in the corner of the basement and can alert the rest of the party to its presence takes away that vampire's ability to jump scare the party. Being able to see in the dark means your characters won't be afraid of the dark ... and being afraid of the dark is an important aspect of the horror genre.
I would argue that Leomund's tiny hut will also have a negative impact on your Curse of Strahd experience (and since a twilight cleric gets it for free that again exacerbate the gameplay issue). Sometimes the party might find itself needing to sleep out in the wilds of Barovia, which ought to be a scary and stressful thing. But Leomund's tiny hut will make it so you can sleep blissfully anywhere in Barovia. No need to seek out shelter in the few towns with walls and guards!
Next time I run Curse of Strahd, I am going to make it so darkvision is hampered in Barovia. Its range may be limited to 5 or 10 feet. Spells like Leomund's tiny hut may be banned. I can't scare my players at the table, but I will do what I can to make Barovia scary for their characters.
This is a good point, but is also probably the reason other players might argue the point-- how many DMs actually spend their monster actions snuffing out torches/lanterns or dispelling light cantrips? Some probably do, others probably don't... which is why the "party darkvision" question always seems to be so divisive. The PCs being stuck in completely darkness (even in a horror game) might only be used as a trope by certain DMs (for whom the trope gets screwed up by too much available darkvision) but if other DMs don't use the darkness trope that often... having PCs with all with darkvision and/or light sources don't really matter. So the need to snuff light out or worry about darkvision was never really on the table to begin with.The issue I have with darkvision in a horror game is that there's no way to defeat it (short of using magical darkness). A torch or lantern can be snuffed out in a variety of ways. The light cantrip and other such spells can be dispelled. You can drop your torch, magically lit rock, etc. Light also has the effect of making you visible to the monsters hiding in the dark.
This sort of ties into Light and other utility cantrips being unlimited use. Having a torch takes a hand, so either the warrior doesn't have a shield or isn't using a two-hander, or the caster holds it and is much easier to disarm/etc than the warrior- and yeah, it can be blown out. The Light cantrip ... much harder to challenge that without using overblown resources to kill a cantrip (dispel magic etc).This is a good point, but is also probably the reason other players might argue the point-- how many DMs actually spend their monster actions snuffing out torches/lanterns or dispelling light cantrips? Some probably do, others probably don't... which is why the "party darkvision" question always seems to be so divisive. The PCs being stuck in completely darkness (even in a horror game) might only be used as a trope by certain DMs (for whom the trope gets screwed up by too much available darkvision) but if other DMs don't use the darkness trope that often... having PCs with all with darkvision and/or light sources don't really matter. So the need to snuff light out or worry about darkvision was never really on the table to begin with.
But this subclass is definitely one where a DM should exercise their rights to include or not include it if their particular style of DMing would make it too powerful. Or as @mellored suggested, reducing the power of some of the abilities to make it more manageable. So hopefully @CleverNickName can pass this thread onto their DM so that they can see what they might be up against and how much it may or may not interfere with their particular playstyle for a Strahd game.
This at least is debatable.Currently dealing with a Twilight Cleric in my Eve of Ruin campaign. Twilight Sanctuary basically makes mobs of monsters irrelevant, because they just can't overcome the amount of temporary HP granted every single round. Additionally, the temp HP don't go away after the effect ends, so even after the fight the party can sit around until they have the maximum temp HP for the next fight.
Actually I question the premise that cantrips can be spammed every 6 seconds for a whole day.This sort of ties into Light and other utility cantrips being unlimited use. Having a torch takes a hand, so either the warrior doesn't have a shield or isn't using a two-hander, or the caster holds it and is much easier to disarm/etc than the warrior- and yeah, it can be blown out. The Light cantrip ... much harder to challenge that without using overblown resources to kill a cantrip (dispel magic etc).
I'm testing with some tweaks - Darkvision 120 ft., and while the aura lasts a minute, a given character only gets the THP and removal of fear/charm once during the duration, not every turn. Still getting the cover for a minute seems fairly helpful and probably more than it should do considering the other effects it grants.One thing people typically miss is how disruptive twilight sanctuary is to implement. It triggers a thing that happens on everyone’s turn but isn’t any type of action. So every turn the cleric has to remind each character to take their temporary hit points. It added a whole extra thing to do onto every turn.
I’ve banned it at my table.