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2024 Player's Handbook reveal: "New Cleric"
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<blockquote data-quote="Chaosmancer" data-source="post: 9404374" data-attributes="member: 6801228"><p>b) Trickery cleric did get Pass without a Trace as a Domain spell in the playtest</p><p></p><p>1) Having played with this, there are a few benefits that are non-obvious. Since you can cast through the Duplicate, I've had it run in as a distraction against beasts who attack the illusion, and supply touch based Cure Wounds (which was increased to 2d8 per spell level) which means you, technically, have an immortal healer in the combat. My DM has not allowed the Duplicate to count as the origin of an effect, like Spirit Guardians, which is completely fair, but all it takes is Magic Initiate Druid for Primal Savagery, and you can delivery damage to an enemy, who cannot in turn hit you.</p><p></p><p>2) Trickster's magic was removed. Instead the teleportation from the level 3 Invoke Duplicity was placed here at level 6. I have been using the teleportation a lot, and it has almost overshadowed the illusion itself, so I feel like that is a fair change, considering the ability to use it to utterly dance around enemies. </p><p></p><p>Also, the advantage from the Duplicate ends up depending on if you go Guardian or Thamauturge. I generally don't do high strength clerics, but if you did you could go in with a Greatsword attack that gets advantage, and at higher levels, you start adding d8's to the damage as well. Slap on Holy Weapon, and that can be NASTY as a melee attack, without needing to rely on your cantrips for the damage. </p><p></p><p>Personally, I would still likely go Thaumaturge, use Magic Initiate for Shillelagh or Primal Savagery, and focus on Wisdom, but mileage varies.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9404374, member: 6801228"] b) Trickery cleric did get Pass without a Trace as a Domain spell in the playtest 1) Having played with this, there are a few benefits that are non-obvious. Since you can cast through the Duplicate, I've had it run in as a distraction against beasts who attack the illusion, and supply touch based Cure Wounds (which was increased to 2d8 per spell level) which means you, technically, have an immortal healer in the combat. My DM has not allowed the Duplicate to count as the origin of an effect, like Spirit Guardians, which is completely fair, but all it takes is Magic Initiate Druid for Primal Savagery, and you can delivery damage to an enemy, who cannot in turn hit you. 2) Trickster's magic was removed. Instead the teleportation from the level 3 Invoke Duplicity was placed here at level 6. I have been using the teleportation a lot, and it has almost overshadowed the illusion itself, so I feel like that is a fair change, considering the ability to use it to utterly dance around enemies. Also, the advantage from the Duplicate ends up depending on if you go Guardian or Thamauturge. I generally don't do high strength clerics, but if you did you could go in with a Greatsword attack that gets advantage, and at higher levels, you start adding d8's to the damage as well. Slap on Holy Weapon, and that can be NASTY as a melee attack, without needing to rely on your cantrips for the damage. Personally, I would still likely go Thaumaturge, use Magic Initiate for Shillelagh or Primal Savagery, and focus on Wisdom, but mileage varies. [/QUOTE]
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2024 Player's Handbook reveal: "New Cleric"
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