Paul Farquhar
Legend
The fly ability means the cleric can very quickly get back within range.Here's one to add to the mix: an enemy caster that has Vortex Warp prepared - try to send that Twilight Cleric up to 180 feet away
The fly ability means the cleric can very quickly get back within range.Here's one to add to the mix: an enemy caster that has Vortex Warp prepared - try to send that Twilight Cleric up to 180 feet away
Good point,The fly ability means the cleric can very quickly get back within range.
On the spell list.darkness
No need to care, loads of regenerating temp hp and a high AC.Attacks of Opportunity
No it doesn't. No height requirement on flying.requires high/no ceilings
No problem, see doesn't care about attacks of opportunity.no flying enemies on the way
No problem, see doesn't care about attacks of opportunity.not being plopped next to another enemy via the Vortex Warp
Sorry, how does the Darkness spell come into play here and who exactly casting it?On the spell list
To get out of the reach of enemies on the ground it matters. If they don't care about racking up multiple attacks of opportunity, I suppose it doesn't.No it doesn't. No height requirement on flying.
Then the party massacres them as they flee, pretty much like real life.Like: what if the monsters all decide to flee on Round Two
Until you take a rest, ja?And temporary hp are permanent once granted.
I mean sure, if the monsters all flee in the same direction, as a group, in a predictable path, with a clear line of sight. That might not be the case.Then the party massacres them as they flee, pretty much like real life.
And temporary hp are permanent once granted.
It’s still a strong ability even if it only grants the temporary hit points once. And at low level rerolling the D6 10 times matters.The reality is this twilight sanctuary is written as a "per encounter" ability, and assumes that every combat scene only lasts 10 rounds or less
I’ve never encountered a party who couldn’t easily stop and hammer fleeing enemies.That might not be the case.
No argument from me. It's a very strong ability. Obviously my DM didn't think it was ban-worthy, but maybe he knows something the rest of us don't.It’s still a strong ability even if it only grants the temporary hit points once. And at low level rerolling the D6 10 times matters.
For my table, it really depends on how many enemies are fleeing and how long they wait to run, but it happens.I’ve never encountered a party who couldn’t easily stop and hammer fleeing enemies.