D&D 5E What is the Deal with the Twilight Cleric?

Having a torch takes a hand, so either the warrior doesn't have a shield or isn't using a two-hander,
wait for various shield lanterns, helm lanterns, shoulder lanterns,
hollow out maul that is a lantern...hmm, this actually might work and it might give bonus fire damage, same for mace, morningstar, warhammer(might actually work on this one more)
 

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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).
Off-topic, but I created a cantrip called "Diffle's Denial" for cantrips. Check it out:

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips.
 

Off-topic, but I created a cantrip called "Diffle's Denial" for cantrips. Check it out:

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips.
1743110518453.png
 

Off-topic, but I created a cantrip called "Diffle's Denial" for cantrips. Check it out:

DIFFLE'S DENIAL
Abjuration cantrip (Wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a cantrip. If the creature is casting a 0-level spell, the cantrip fails and has no effect. Spells of 1st level or higher are not affected by this cantrip.

It's basically Counterspell, except it only works on cantrips.
Warlocks would hate this.
 

wait for various shield lanterns, helm lanterns, shoulder lanterns,
hollow out maul that is a lantern...hmm, this actually might work and it might give bonus fire damage, same for mace, morningstar, warhammer(might actually work on this one more)
I would address this sort of thing during a Session 0. If I want to run a game that is true to the horror genre and its tropes, I would ask players to respect those tropes and not try to subvert them. If I want to run a game that is all about subverting the tropes, then hollowed-out maul lanterns and such shenanigans would be fine! And players with 300 feet of darkvision too.
 

Actually I question the premise that cantrips can be spammed every 6 seconds for a whole day.

Nothing in the rules limits fighters from dashing the whole day (except in chases where they will die after a few seconds of running).
Nothing in the rules limits a fighter from doing pull ups the whole day or weight lifting or eating or drinking water.

Anyone would challenge players who tell their DM they will do such martial/ mundane things all day. So why should cantrips be that easy to do and not taxing your body and mind at all.
I don't think the question is whether they can be spammed every second all day... Though it's not a bad point to address otherwise. But casting Light or Guidance 12 or 20 times in a day is hardly casting it every second all day, but it's more than enough for gameplay purposes.
 

The dungeon is infested with ssnords. These creatures from an alien dimension are repelled by light, but in darkness cluster around living things. Unable to interact with the natural universe, nevertheless their appearance is so disturbing that anything able to see them (e.g. with darkvision) takes 1d4 psychic damage per round.
 

I would address this sort of thing during a Session 0. If I want to run a game that is true to the horror genre and its tropes, I would ask players to respect those tropes and not try to subvert them. If I want to run a game that is all about subverting the tropes, then hollowed-out maul lanterns and such shenanigans would be fine! And players with 300 feet of darkvision too.
isn't a part of adventuring Macgyvering stuff that makes your adventure easier?
 

The dungeon is infested with ssnords. These creatures from an alien dimension are repelled by light, but in darkness cluster around living things. Unable to interact with the natural universe, nevertheless their appearance is so disturbing that anything able to see them (e.g. with darkvision) takes 1d4 psychic damage per round.
While I would prefer to not have the problem in the first place, this is nonetheless a fun solution. I guess, possibly, until the darkvision PCs feel targeted. A light touch is required, then 😉
 

The dungeon is infested with ssnords. These creatures from an alien dimension are repelled by light, but in darkness cluster around living things. Unable to interact with the natural universe, nevertheless their appearance is so disturbing that anything able to see them (e.g. with darkvision) takes 1d4 psychic damage per round.
or everyone of any skill in underdark is 3rd level Gloomstalker.
now it's really not fun without lights.
 

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