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How on earth is this balanced?! Twilight cleric, more in-play evidence
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<blockquote data-quote="Ancalagon" data-source="post: 8330783" data-attributes="member: 23"><p>A while ago, I had a reasonably successful thread here about the value of damage prevention vs damage infliction for the psi warrior (briefly, the psi warrior can spend a psi point as a reaction to block 1d8+int (at level 6, the dice scales a bit) points of damage inflicted to you or an ally within 30 feet of you. </p><p></p><p>I recently was playing in a session where this came into play big time. 3 PCs (martials) on a side quest (we were missing some players), we get ambushed, vicious fight follows. My character was very effective because this damage prevention, notably stopping both the paladin and the ranger from going down. I had to spend every psi point I had available to me, but we made it. I thought to myself "well done, the PC is fun to play and impactful!". It didn't feel super OP, just good.</p><p></p><p>But later I was thinking - temp hit points are essentially damage prevention "pre-loaded". It's "fake" HP that will take the hit for you, and you can have them in advance, ready to be used when needed. No reaction needed! And who gives out tons of temp HP? The twilight cleric!</p><p></p><p>The Twilight cleric can use an action to channel divinity to raise the aura of twilight. Everyone you want, at the end of their turns, gets 1d6+level temp HP, which is almost equivalent to the 1d8+int mod at tier 2. So yes, an action is a bigger "cost" than a reaction... but you only need to do it once! Then every turn, <em>everyone</em> gets the temp HP. You didn't get hit last round? Well here are temp HP again, maybe the roll will be better this time! </p><p></p><p>So let us make up an "ordinary" fight - party size is 4, the battle is going to last 4 rounds, and each PCs will get hit three times during the battle. </p><p></p><p>The Psi warrior will spend 4 reaction to "block" 4 times, using 4 of his 6 psi hitpoints (he can regain 1 per short rest, so that's not a lot). He cannot block more than one hit a round. This means that most of his psi points are devoted to defense. Total damage blocked 4d8+ intX4, which can be quite impactful if they prevent people from going down. However, 8 attacks will "go through" with no mitigation whatsoever.</p><p></p><p>The twilight cleric, on the other hand, uses one action to activate her power (action channel divinity, probably using a bonus action to activate spiritual weapon on the same round). Unless someone gets hit more than once in a round (this could happen to the psi warrior too so it's not a bit concern IMO), the twilight cleric will block (up to) 12d6+72 hp points of damage.</p><p></p><p>The difference is <em>stark</em>. (oh and the aura can also remove fear/charm)</p><p></p><p>Oh, and the twilight aura continues for a minute, ie probably after the fight is ended - and as mentioned, you'll probably get a few rolls so a decent chance that next fight, <em>everyone</em> starts with 10-12 temp HP already there - so the power will impact 2 battles, not one. Basically, this "leftover effect" will be as good, if not better, than the psi warrior's protection. (40-48 hp leftover). Now the cleric only gets 2 channel divinity at level 6, but they are regained on a short rest. </p><p></p><p>Now you might say "surely, a cleric should be expected to be more "defensive/protective" than a fighter?" Yeah, that's fair. But <em>this good</em>?!? And it scales with party size! So if you have a large party, or god forbid some kind of <em>summoner</em> in your party, that 12d6+72 could become much greater.</p><p></p><p>I can only conclude that the twilight cleric is soo good to be effectively OP. I will not allow one in my games again...</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 8330783, member: 23"] A while ago, I had a reasonably successful thread here about the value of damage prevention vs damage infliction for the psi warrior (briefly, the psi warrior can spend a psi point as a reaction to block 1d8+int (at level 6, the dice scales a bit) points of damage inflicted to you or an ally within 30 feet of you. I recently was playing in a session where this came into play big time. 3 PCs (martials) on a side quest (we were missing some players), we get ambushed, vicious fight follows. My character was very effective because this damage prevention, notably stopping both the paladin and the ranger from going down. I had to spend every psi point I had available to me, but we made it. I thought to myself "well done, the PC is fun to play and impactful!". It didn't feel super OP, just good. But later I was thinking - temp hit points are essentially damage prevention "pre-loaded". It's "fake" HP that will take the hit for you, and you can have them in advance, ready to be used when needed. No reaction needed! And who gives out tons of temp HP? The twilight cleric! The Twilight cleric can use an action to channel divinity to raise the aura of twilight. Everyone you want, at the end of their turns, gets 1d6+level temp HP, which is almost equivalent to the 1d8+int mod at tier 2. So yes, an action is a bigger "cost" than a reaction... but you only need to do it once! Then every turn, [I]everyone[/I] gets the temp HP. You didn't get hit last round? Well here are temp HP again, maybe the roll will be better this time! So let us make up an "ordinary" fight - party size is 4, the battle is going to last 4 rounds, and each PCs will get hit three times during the battle. The Psi warrior will spend 4 reaction to "block" 4 times, using 4 of his 6 psi hitpoints (he can regain 1 per short rest, so that's not a lot). He cannot block more than one hit a round. This means that most of his psi points are devoted to defense. Total damage blocked 4d8+ intX4, which can be quite impactful if they prevent people from going down. However, 8 attacks will "go through" with no mitigation whatsoever. The twilight cleric, on the other hand, uses one action to activate her power (action channel divinity, probably using a bonus action to activate spiritual weapon on the same round). Unless someone gets hit more than once in a round (this could happen to the psi warrior too so it's not a bit concern IMO), the twilight cleric will block (up to) 12d6+72 hp points of damage. The difference is [I]stark[/I]. (oh and the aura can also remove fear/charm) Oh, and the twilight aura continues for a minute, ie probably after the fight is ended - and as mentioned, you'll probably get a few rolls so a decent chance that next fight, [I]everyone[/I] starts with 10-12 temp HP already there - so the power will impact 2 battles, not one. Basically, this "leftover effect" will be as good, if not better, than the psi warrior's protection. (40-48 hp leftover). Now the cleric only gets 2 channel divinity at level 6, but they are regained on a short rest. Now you might say "surely, a cleric should be expected to be more "defensive/protective" than a fighter?" Yeah, that's fair. But [I]this good[/I]?!? And it scales with party size! So if you have a large party, or god forbid some kind of [I]summoner[/I] in your party, that 12d6+72 could become much greater. I can only conclude that the twilight cleric is soo good to be effectively OP. I will not allow one in my games again... [/QUOTE]
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