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*Dungeons & Dragons
Cleric of Thunder and Lightning
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<blockquote data-quote="Sezarious" data-source="post: 6727536" data-attributes="member: 6792106"><p>I assume he's a tempest cleric? Just be aware that there are SOME mechanical benefits. Firstly, at 2nd level, any time he does lightning and thunder damage he can max it if he expends his channel divinity.</p><p></p><p>Secondly, at 6th level, when he does lightning damage, he pushes his enemies 10 feat from him.</p><p></p><p>What are the ramifications? Max damage flame strike (48) cast as lightning damage that automatically pushes any enemies inside back 10ft no save. Or Insect plague, with 300 ft range cast as a storm cloud of lightning. A cloud of lightning that lasts 10 minutes and deals 4d10 damage to any number of enemies as soon as they enter the circle. Normally if they make the save, they take half as much and move as normal, albeit, through difficult terrain. Instead, as soon as they take the lightning damage (upon entering the circle), they get knocked back 10 feet. They could try and run in again, but the same thing would happen.</p><p></p><p>In fact, a great tactic would be to throw the "lightning plague" up behind your enemies and get your fighters to beat up, then shove the enemies into it. Or you could lightning cantrip them into the "lightning plague", making your lightning cantrips even more useful. Also they suddenly can't escape. Cleric equivalent of wall of force.</p><p></p><p>Whether this is broken is up to you..</p></blockquote><p></p>
[QUOTE="Sezarious, post: 6727536, member: 6792106"] I assume he's a tempest cleric? Just be aware that there are SOME mechanical benefits. Firstly, at 2nd level, any time he does lightning and thunder damage he can max it if he expends his channel divinity. Secondly, at 6th level, when he does lightning damage, he pushes his enemies 10 feat from him. What are the ramifications? Max damage flame strike (48) cast as lightning damage that automatically pushes any enemies inside back 10ft no save. Or Insect plague, with 300 ft range cast as a storm cloud of lightning. A cloud of lightning that lasts 10 minutes and deals 4d10 damage to any number of enemies as soon as they enter the circle. Normally if they make the save, they take half as much and move as normal, albeit, through difficult terrain. Instead, as soon as they take the lightning damage (upon entering the circle), they get knocked back 10 feet. They could try and run in again, but the same thing would happen. In fact, a great tactic would be to throw the "lightning plague" up behind your enemies and get your fighters to beat up, then shove the enemies into it. Or you could lightning cantrip them into the "lightning plague", making your lightning cantrips even more useful. Also they suddenly can't escape. Cleric equivalent of wall of force. Whether this is broken is up to you.. [/QUOTE]
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