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How on earth is this balanced?! Twilight cleric, more in-play evidence
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8330998" data-attributes="member: 7023887"><p>Yeah . . . I have a Drow Twilight Cleric in my Icewind Dale: Rime of the Frostmaiden campaign right now. It is remarkably overpowered, not just because of the crazy amounts of THP that it can get and give to its allies, but also because it can stack with so many other things. Heavy Armor and a Shield, Sanctuary, Shield of Faith, Twilight Sanctuary, and Aid can all be stacked on top of each other. That gives the Twilight Domain Cleric a crazy amount of survivability at lower levels, and they can share almost all of those things with allies. </p><p></p><p>The Artillerist has to expend an Action to create an Eldritch Cannon, and then a bonus action every round in order to grant allies within 10 feet of it 1d8 + INT mod THP, and Eldritch Cannon recharges each long rest. Twilight Sanctuary is <em>just one action to activate</em>, <em>automatic </em>THP/ending charmed/frightened on <em>every ally within 30 feet </em>when they<em> start their turn there</em>, it recharges on a <em>short rest</em>, <em>they get even more Channel Divinities</em> each short rest <em>when they level up</em>, and the THP granted scales way better (1d6 + cleric level, instead of 1d8 + INT mod). </p><p></p><p>That's just . . . plain broken. I know that clerics are supposed to be good protectors/healers/supporters, but there is such a thing as being too good at those things. It makes it harder to balance encounters, and it makes the other players feel like they're not accomplishing their in-game niche as effectively as the Twilight Domain Cleric is.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8330998, member: 7023887"] Yeah . . . I have a Drow Twilight Cleric in my Icewind Dale: Rime of the Frostmaiden campaign right now. It is remarkably overpowered, not just because of the crazy amounts of THP that it can get and give to its allies, but also because it can stack with so many other things. Heavy Armor and a Shield, Sanctuary, Shield of Faith, Twilight Sanctuary, and Aid can all be stacked on top of each other. That gives the Twilight Domain Cleric a crazy amount of survivability at lower levels, and they can share almost all of those things with allies. The Artillerist has to expend an Action to create an Eldritch Cannon, and then a bonus action every round in order to grant allies within 10 feet of it 1d8 + INT mod THP, and Eldritch Cannon recharges each long rest. Twilight Sanctuary is [I]just one action to activate[/I], [I]automatic [/I]THP/ending charmed/frightened on [I]every ally within 30 feet [/I]when they[I] start their turn there[/I], it recharges on a [I]short rest[/I], [I]they get even more Channel Divinities[/I] each short rest [I]when they level up[/I], and the THP granted scales way better (1d6 + cleric level, instead of 1d8 + INT mod). That's just . . . plain broken. I know that clerics are supposed to be good protectors/healers/supporters, but there is such a thing as being too good at those things. It makes it harder to balance encounters, and it makes the other players feel like they're not accomplishing their in-game niche as effectively as the Twilight Domain Cleric is. [/QUOTE]
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How on earth is this balanced?! Twilight cleric, more in-play evidence
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