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<blockquote data-quote="DaviMMS" data-source="post: 6980105" data-attributes="member: 6871301"><p>Protection from Poison is a good spell when needed. The point is, how often do you need it?</p><p>I am a relatively new player and started playing in the end of the 2014. I been playing almost weekly most of the time in two campaigns and the spell would not have been useful even once. If you know you will be fighting something like a Green Dragon, or someone that specifically uses poison, the spell is gold. But most of the time it’s just a waste of space. And Warding Bond fit’s so perfectly to the theme that is just dumb for it not to be there.</p><p></p><p>The image that was coming to my mind was different than yours. I was thinking something like:</p><p></p><p>“Bright energy emanates from my cleric’s holy symbol and starts to condense around my friend’s body, forming pieces of plate armor in the air that mounts itself over my ally, forming a bright light radiant, shining armor over him”</p><p>Something like this, but with a bright yellow glow instead of blue.</p><p></p><p><a href="https://www.google.com.br/imgres?imgurl=https%3A%2F%2Fstaticdelivery.nexusmods.com%2Fmods%2F110%2Fimages%2F30462-1-1362433748.jpg&imgrefurl=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D30462%26user%3D1%26&docid=01PDexJh0CrTYM&tbnid=DPMRVllZnh3b4M%3A&vet=1&w=1920&h=1080&bih=662&biw=1366&q=Conjured%20armor&ved=0ahUKEwj9ztf3yJLRAhUBHpAKHX0lA0UQMwglKAowCg&iact=mrc&uact=8" target="_blank">https://www.google.com.br/imgres?imgurl=https://staticdelivery.nexusmods.com/mods/110/images/30462-1-1362433748.jpg&imgrefurl=http://www.nexusmods.com/skyrim/ajax/modimages/?id=30462&user=1&&docid=01PDexJh0CrTYM&tbnid=DPMRVllZnh3b4M:&vet=1&w=1920&h=1080&bih=662&biw=1366&q=Conjured armor&ved=0ahUKEwj9ztf3yJLRAhUBHpAKHX0lA0UQMwglKAowCg&iact=mrc&uact=8</a></p><p></p><p>But I can see why you though that way. One of the major reasons I didn’t changed the name was because I didn’t want to come up with a new one. So, your suggestions may be a better fit for the actual name of the ability, but I would prefer to stick with the temporary HP mechanic. Maybe adding that, while you have the TempHP , you generate 10 feet of bright light and 10 of dim light would do the trick.</p><p></p><p>Besides that, I do not like situational Channel Divinities. I consider the Channel Divinity one of the main points of playing a Cleric, so I like for it to be always useful, and most of them are. One of the main points that keeps me away from playing Nature and Arcana clerics are the extremely situational channels they have.</p><p></p><p></p><p></p><p>I did not write it clearly and I can see how you got to that interpretation. My original intent is:</p><p></p><p>The target gain 2d10+cleric level TempHP</p><p></p><p>Or</p><p></p><p>The target gains twice your cleric level TempHP</p><p></p><p>The first scales badly and the second may be a little weak. I think 2d10+2x Cleric level is too much. Remember, this is a bonus action instead of an action like life cleric Preserve Life, and Life Clerics ability suffer much from overhealing because it can only go to half the targets hit points, while this one can go even above targets maximum hitpoints. The only disadvantage here is that tempHP vanishes if not used.</p><p></p><p>Maybe the better choice would be 1d10+twice cleric level. It starts just a little bellow Preserve life (1d10+4(9,5) vs 10) and the gap widens a little bit every level. Radiant defense will still be on par on higher levels because of only using your bonus action.</p><p></p><p>How do you think about this:</p><p></p><p>“Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an bonus action, you channel blessed energy into an ally that you can see within 30 feet of you. </p><p></p><p>The target gains 1d10 + twice your cleric level temporary hit points. While the target has at least 1 temporary hit point gained through this ability, it sheds bright light in a 10-foot radius and dim light for additional 10 feet. If the temporary hit points end or after one minute, the armor fades. ”</p></blockquote><p></p>
[QUOTE="DaviMMS, post: 6980105, member: 6871301"] Protection from Poison is a good spell when needed. The point is, how often do you need it? I am a relatively new player and started playing in the end of the 2014. I been playing almost weekly most of the time in two campaigns and the spell would not have been useful even once. If you know you will be fighting something like a Green Dragon, or someone that specifically uses poison, the spell is gold. But most of the time it’s just a waste of space. And Warding Bond fit’s so perfectly to the theme that is just dumb for it not to be there. The image that was coming to my mind was different than yours. I was thinking something like: “Bright energy emanates from my cleric’s holy symbol and starts to condense around my friend’s body, forming pieces of plate armor in the air that mounts itself over my ally, forming a bright light radiant, shining armor over him” Something like this, but with a bright yellow glow instead of blue. [URL]https://www.google.com.br/imgres?imgurl=https%3A%2F%2Fstaticdelivery.nexusmods.com%2Fmods%2F110%2Fimages%2F30462-1-1362433748.jpg&imgrefurl=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D30462%26user%3D1%26&docid=01PDexJh0CrTYM&tbnid=DPMRVllZnh3b4M%3A&vet=1&w=1920&h=1080&bih=662&biw=1366&q=Conjured%20armor&ved=0ahUKEwj9ztf3yJLRAhUBHpAKHX0lA0UQMwglKAowCg&iact=mrc&uact=8[/URL] But I can see why you though that way. One of the major reasons I didn’t changed the name was because I didn’t want to come up with a new one. So, your suggestions may be a better fit for the actual name of the ability, but I would prefer to stick with the temporary HP mechanic. Maybe adding that, while you have the TempHP , you generate 10 feet of bright light and 10 of dim light would do the trick. Besides that, I do not like situational Channel Divinities. I consider the Channel Divinity one of the main points of playing a Cleric, so I like for it to be always useful, and most of them are. One of the main points that keeps me away from playing Nature and Arcana clerics are the extremely situational channels they have. I did not write it clearly and I can see how you got to that interpretation. My original intent is: The target gain 2d10+cleric level TempHP Or The target gains twice your cleric level TempHP The first scales badly and the second may be a little weak. I think 2d10+2x Cleric level is too much. Remember, this is a bonus action instead of an action like life cleric Preserve Life, and Life Clerics ability suffer much from overhealing because it can only go to half the targets hit points, while this one can go even above targets maximum hitpoints. The only disadvantage here is that tempHP vanishes if not used. Maybe the better choice would be 1d10+twice cleric level. It starts just a little bellow Preserve life (1d10+4(9,5) vs 10) and the gap widens a little bit every level. Radiant defense will still be on par on higher levels because of only using your bonus action. How do you think about this: “Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an bonus action, you channel blessed energy into an ally that you can see within 30 feet of you. The target gains 1d10 + twice your cleric level temporary hit points. While the target has at least 1 temporary hit point gained through this ability, it sheds bright light in a 10-foot radius and dim light for additional 10 feet. If the temporary hit points end or after one minute, the armor fades. ” [/QUOTE]
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