coolAlias
Explorer
EDIT: No, it's not overpowered in typical play due to being very situational. Thanks everyone!
Hey all,
Just white-room theory-crafting here - I've never actually played nor run a game for a Nature Cleric.
That said, looking at the 6th level cleric domain abilities, Dampen Elements sticks out as being not only the only ability with truly unlimited uses, but also one that seems immensely beneficial.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
For comparison:
Knowledge: Basically Detect Thoughts + Suggestion; uses Channel Divinity
Life: Gain some life when you heal others; limited by the number of healing spells you can cast in a day and only benefits you if you're already hurt
Light: Solid improvement to Warding Flare; usable Wisdom modifier per long rest
Tempest: No limit, but you have to deal lightning damage which only happens if you get hit and use Wrath of the Storm (Wisdom modifier per long rest) OR cast Call Lightning, the ONLY spell on your spell list capable of inflicting lightning damage. Other methods include having a high-level paladin cast Elemental Weapon or, if your DM is super nice, you might find a lightning-based magic weapon. All of that just to knock some dude back 10 feet. Not impressed.
Trickery: Uses Channel Divinity to turn invisible for one round; this is okay, but the duration seems like it should be up to 1 minute instead
War: Grant another creature +10 to hit; uses Channel Divinity.
Now, not every fight involves damage of those types, but at higher levels elemental damage becomes more and more common, and resistance is very potent.
Any thoughts on why they didn't limit the Nature Domain's 6th level ability to Wis modifier / long rest (which is what I would lean toward if I were changing it) or require Channel Divinity uses?
Hey all,
Just white-room theory-crafting here - I've never actually played nor run a game for a Nature Cleric.
That said, looking at the 6th level cleric domain abilities, Dampen Elements sticks out as being not only the only ability with truly unlimited uses, but also one that seems immensely beneficial.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
For comparison:
Knowledge: Basically Detect Thoughts + Suggestion; uses Channel Divinity
Life: Gain some life when you heal others; limited by the number of healing spells you can cast in a day and only benefits you if you're already hurt
Light: Solid improvement to Warding Flare; usable Wisdom modifier per long rest
Tempest: No limit, but you have to deal lightning damage which only happens if you get hit and use Wrath of the Storm (Wisdom modifier per long rest) OR cast Call Lightning, the ONLY spell on your spell list capable of inflicting lightning damage. Other methods include having a high-level paladin cast Elemental Weapon or, if your DM is super nice, you might find a lightning-based magic weapon. All of that just to knock some dude back 10 feet. Not impressed.
Trickery: Uses Channel Divinity to turn invisible for one round; this is okay, but the duration seems like it should be up to 1 minute instead
War: Grant another creature +10 to hit; uses Channel Divinity.
Now, not every fight involves damage of those types, but at higher levels elemental damage becomes more and more common, and resistance is very potent.
Any thoughts on why they didn't limit the Nature Domain's 6th level ability to Wis modifier / long rest (which is what I would lean toward if I were changing it) or require Channel Divinity uses?
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