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Ranking and discussing Strongholds and Followers
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<blockquote data-quote="Chaosmancer" data-source="post: 7840469" data-attributes="member: 6801228"><p>Cleric</p><p></p><p>Demesne</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">1 -</span> </span></strong><span style="font-size: 18px"><span style="color: rgb(0, 0, 0)">Folks living in the Demesne are immune to Disease </span></span></p><p></p><p><span style="font-size: 15px"><span style="color: rgb(0, 0, 0)">Blue, not only is it flavorful, but it is useful to. No disease can find root within your people. That is huge. It makes Temples immensely powerful centers for controlling sickness. The only downside is that is removes plagues as a threat to a lot of campaign worlds, but I'm sure clever DMs can figure out ways to make them still impactful, and it gives villains a reason to destroy your stronghold. You are a bastion against the greatest blight of sentient life. </span></span></p><p></p><p><span style="font-size: 18px"><strong><span style="color: rgb(65, 168, 95)">2 -</span> </strong>The Cleric can hear the prayers of the people faithful to their Diety, as long as they are in the Demesne.</span> </p><p></p><p>This really does nothing, but I gave it green for roleplaying ability. Every prayer sent up towards your diety goes through you. The Cleric will be deeply intune with the needs of their people, able to hear about suspicious activity or know when violent and haneous crimes are enacted against their people. And, subtly, it encourages conversion. Because this diety is actively listening, this cleric is hearing your prayers and responding. So much good stuff can come out of this is people are invested in their communities. </p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">3 -</span> </span></strong><span style="font-size: 18px">While the cleric is healthy, the weather is fair. If the cleric is injured or suffering, the weather turns foul. This occurs as long as the cleric is in the same plane of existence</span> </p><p></p><p><span style="font-size: 15px">I was tempted to make this orange, but settled on green. Weather effects are typically meh to me. There isn't anything you can do with them. But, taken as a package, the weather showing the health of the Clerical leader, the one responding to all the prayers and ensuring the defense against disease? That is actually really good, and seeing the weather turn foul could be a massive sign for the populace. Also, it is left vague. "Foul" and "Fair" can mean whatever we want. So, it leaves us some thematic freedom. </span></p><p></p><p>Stronghold Actions</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">1 -</span> </span></strong><span style="font-size: 18px">All enemies in 30 ft save against the Contagion spell</span></p><p></p><p>Blue, 30 ft is short range for the abilites in this book, but turning a powerful single target spell into an AOE, for free, with no requirements? That is awesome. And thematic, since the diseases that cannot touch the common man are leveled against your foes. Good flavor here.</p><p><span style="font-size: 18px"> </span></p><p><span style="font-size: 18px"><strong><span style="color: rgb(41, 105, 176)">2 -</span></strong> Shafts of golden light pierce down from the heavens, ignoring walls and ceilings. All undead, demons, or devils within 60 ft, even if you are unaware of their presence make a Wisdom save or are annihilated. </span></p><p></p><p><span style="font-size: 15px">Do I need to say anything other than Blue? It is limited in type, only undead, demons or devils. But, make a save or be destroyed, even if I didn't know you were hiding in that corner, or invisible in the rafters. That is super cool and super powerful </span></p><p></p><p><span style="font-size: 18px"><strong><span style="color: rgb(41, 105, 176)">3 -</span></strong> You and all allies recover all Hit Dice and gain 30 temp hp </span></p><p></p><p><span style="font-size: 15px">This one should probably be Green, but I made it Blue because I use Hit Dice way more at my table than most people. My players need to spend Hit Dice to recover on a long rest, still only regaining half, so they can get worn down quickly if they are in constant danger. But, this is a solid ability all the way. </span></p><p></p><p><span style="font-size: 18px">Class Improvement</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><span style="color: rgb(251, 160, 38)">Manifest Divinity:</span></strong> When you use your Channel Divinity, all allies in 30 ft recover 3d8 hp. You can do this a number of times equal to your stronghold level, and resets on an extended rest </span></p><p></p><p><span style="font-size: 15px">Man, I want to like this one more. There are a few clerics where this is very powerful, like the Life Cleric. But how about the Knowledge Cleric or the Forge Cleric, who may use their Channel Divinity when there is no combat. It is just wasted for them, and since you can't use it without the channel divinity. If they need the healing, they will waste the main effect of their channel to do this. </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">I don't have a good solution for this one though. Other than spellcasting, there isn't a lot that clerics share amongst themselves, and also, I would like an option for clerics that is healing, and one that is offensive, since some clerics are more focused on that. Maybe a bolt of energy that either heals 5d8 or deals 5d8 radiant damage? That feels closer to what I would want here. </span></p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7840469, member: 6801228"] Cleric Demesne [B][SIZE=5][COLOR=rgb(41, 105, 176)]1 -[/COLOR] [/SIZE][/B][SIZE=5][COLOR=rgb(0, 0, 0)]Folks living in the Demesne are immune to Disease [/COLOR][/SIZE] [SIZE=4][COLOR=rgb(0, 0, 0)]Blue, not only is it flavorful, but it is useful to. No disease can find root within your people. That is huge. It makes Temples immensely powerful centers for controlling sickness. The only downside is that is removes plagues as a threat to a lot of campaign worlds, but I'm sure clever DMs can figure out ways to make them still impactful, and it gives villains a reason to destroy your stronghold. You are a bastion against the greatest blight of sentient life. [/COLOR][/SIZE] [SIZE=5][B][COLOR=rgb(65, 168, 95)]2 -[/COLOR] [/B]The Cleric can hear the prayers of the people faithful to their Diety, as long as they are in the Demesne.[/SIZE] This really does nothing, but I gave it green for roleplaying ability. Every prayer sent up towards your diety goes through you. The Cleric will be deeply intune with the needs of their people, able to hear about suspicious activity or know when violent and haneous crimes are enacted against their people. And, subtly, it encourages conversion. Because this diety is actively listening, this cleric is hearing your prayers and responding. So much good stuff can come out of this is people are invested in their communities. [B][SIZE=5][COLOR=rgb(65, 168, 95)]3 -[/COLOR] [/SIZE][/B][SIZE=5]While the cleric is healthy, the weather is fair. If the cleric is injured or suffering, the weather turns foul. This occurs as long as the cleric is in the same plane of existence[/SIZE][B][SIZE=5] [/SIZE][/B] [SIZE=4]I was tempted to make this orange, but settled on green. Weather effects are typically meh to me. There isn't anything you can do with them. But, taken as a package, the weather showing the health of the Clerical leader, the one responding to all the prayers and ensuring the defense against disease? That is actually really good, and seeing the weather turn foul could be a massive sign for the populace. Also, it is left vague. "Foul" and "Fair" can mean whatever we want. So, it leaves us some thematic freedom. [/SIZE] Stronghold Actions [B][SIZE=5][COLOR=rgb(41, 105, 176)]1 -[/COLOR] [/SIZE][/B][SIZE=5]All enemies in 30 ft save against the Contagion spell[/SIZE] Blue, 30 ft is short range for the abilites in this book, but turning a powerful single target spell into an AOE, for free, with no requirements? That is awesome. And thematic, since the diseases that cannot touch the common man are leveled against your foes. Good flavor here. [SIZE=5] [B][COLOR=rgb(41, 105, 176)]2 -[/COLOR][/B] Shafts of golden light pierce down from the heavens, ignoring walls and ceilings. All undead, demons, or devils within 60 ft, even if you are unaware of their presence make a Wisdom save or are annihilated. [/SIZE] [SIZE=4]Do I need to say anything other than Blue? It is limited in type, only undead, demons or devils. But, make a save or be destroyed, even if I didn't know you were hiding in that corner, or invisible in the rafters. That is super cool and super powerful [/SIZE] [SIZE=5][B][COLOR=rgb(41, 105, 176)]3 -[/COLOR][/B][COLOR=rgb(41, 105, 176)] [/COLOR]You and all allies recover all Hit Dice and gain 30 temp hp [/SIZE] [SIZE=4]This one should probably be Green, but I made it Blue because I use Hit Dice way more at my table than most people. My players need to spend Hit Dice to recover on a long rest, still only regaining half, so they can get worn down quickly if they are in constant danger. But, this is a solid ability all the way. [/SIZE] [SIZE=5]Class Improvement [B][COLOR=rgb(251, 160, 38)]Manifest Divinity:[/COLOR][/B] When you use your Channel Divinity, all allies in 30 ft recover 3d8 hp. You can do this a number of times equal to your stronghold level, and resets on an extended rest [/SIZE] [SIZE=4]Man, I want to like this one more. There are a few clerics where this is very powerful, like the Life Cleric. But how about the Knowledge Cleric or the Forge Cleric, who may use their Channel Divinity when there is no combat. It is just wasted for them, and since you can't use it without the channel divinity. If they need the healing, they will waste the main effect of their channel to do this. I don't have a good solution for this one though. Other than spellcasting, there isn't a lot that clerics share amongst themselves, and also, I would like an option for clerics that is healing, and one that is offensive, since some clerics are more focused on that. Maybe a bolt of energy that either heals 5d8 or deals 5d8 radiant damage? That feels closer to what I would want here. [/SIZE] [/QUOTE]
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