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Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana and Necrotic Undead hunting.
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6957602" data-attributes="member: 6802951"><p>I still have issues with the gods of the death and the underworld's personal touch being bright, shiny radiant energy. (Although perhaps with an Egyptian-style guardian of the Sun underworld god it might fit.)</p><p>I likewise still don't see why a maximum of 1 or two d8s per round of a non-optimal energy type is a gamebreaker as far as the subclass is concerned.</p><p></p><p>I think the idea is that this is where the "undead hunting" aspect of the subclass comes in: it allows the cleric to detect and locate them. You can both use it to tell you if there are undead haunting the village and where they lair and use it to tell you if the mayor greeting the rest of the party happens to be a vampire.</p><p></p><p>I think that the support aspect of the ability should be maintained. Perhaps expand it to include hits that would reduce an ally to below 0hp: - either causing the attack to deal minimum damage, or only drop the ally to 0, rather than negatives? I'm actually thinking that some capability relating to death saves might fit better. As a reaction when an ally within 60ft fails a death save, to treat it as a success? Refreshes on Short or long rest?</p><p></p><p> The Grave Cleric's current Channel Divinity options already fit well. Increasing the ability to destroy undead through turning could work, but it's aimed at very low-threat undead at the moment, and allowing it to destroy high-CR undead might be too powerful. Possibly just a rider to turning undead that causes some damage without breaking the turning effect.</p><p></p><p> Are there any instances in either of these subclasses where damage type is <em>changed</em> into necrotic damage rather than additional necrotic damage being added as dice to an existing effect with its own separate damage type?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6957602, member: 6802951"] I still have issues with the gods of the death and the underworld's personal touch being bright, shiny radiant energy. (Although perhaps with an Egyptian-style guardian of the Sun underworld god it might fit.) I likewise still don't see why a maximum of 1 or two d8s per round of a non-optimal energy type is a gamebreaker as far as the subclass is concerned. I think the idea is that this is where the "undead hunting" aspect of the subclass comes in: it allows the cleric to detect and locate them. You can both use it to tell you if there are undead haunting the village and where they lair and use it to tell you if the mayor greeting the rest of the party happens to be a vampire. I think that the support aspect of the ability should be maintained. Perhaps expand it to include hits that would reduce an ally to below 0hp: - either causing the attack to deal minimum damage, or only drop the ally to 0, rather than negatives? I'm actually thinking that some capability relating to death saves might fit better. As a reaction when an ally within 60ft fails a death save, to treat it as a success? Refreshes on Short or long rest? The Grave Cleric's current Channel Divinity options already fit well. Increasing the ability to destroy undead through turning could work, but it's aimed at very low-threat undead at the moment, and allowing it to destroy high-CR undead might be too powerful. Possibly just a rider to turning undead that causes some damage without breaking the turning effect. Are there any instances in either of these subclasses where damage type is [I]changed[/I] into necrotic damage rather than additional necrotic damage being added as dice to an existing effect with its own separate damage type? [/QUOTE]
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