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Unearthed Arcana and Necrotic Undead hunting.
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<blockquote data-quote="Aldarc" data-source="post: 6957655" data-attributes="member: 5142"><p>That's fine, but please keep in mind that these are the same clerics of death deities who in older editions would have channeled positive energy and cast cure wounds instead of inflict wounds. Or if they were neutral (death) deities, the cleric would have been given a choice. </p><p></p><p>It represents a stark dissonance of subclass flavor text and mechanics. </p><p></p><p>But this is also an ability (as written) that has spurred a lot of dissent in the UA domain thread, here and elsewhere, due to the nature of how it depends too heavily on GM fiat. You use your ability. Your GM doesn't know. You have wasted your ability. That's one of the reasons why I support a revision to this ability such that it can be applied more readily, broadly, and reflect a wider range of the archetype's responsibilities that you have mentioned before. Doom awaits as the grave cleric knows your hit points, hit dice, and or other weaknesses. </p><p></p><p>I disagree with your initial assertion. The grave cleric exercises little control over their channel divinity ability as they are instead overly reliant upon whatever damage source provides the next hit. They have no control over what or when that might be. That is way too "swingy" and chaotic. There is little to no agency in that. A knowledge cleric can read thoughts. A life cleric has controlled healing. A light cleric summons a blinding light. A nature cleric can charm plants and animals. A tempest cleric can maximize elemental dice damage. A trickery cleric can cast an illusionary duplicate. A war cleric can imbue +10 to an attack. A death cleric can deal extra necrotic damage when they hit. The channel divinity options of the published cleric domains all demonstrate a greater degree of agency than what the grave cleric gets when they make the choice to expend their alternative channel divinity option. </p><p></p><p>For the record, the old specialty priests for Kelemvor back in 2e allowed for a second attempt to turn undead. That sounds like giving advantage on turn undead attempts would be appropriate for Grave clerics. That could be given as part of their 2nd level feature. It enhances the Channel Divinity feature that they also get at 2nd level. Then maybe a Grave cleric's Channel Divinity, which we could also call Eyes of the Grave, could then pertain to locating undead as well as determining the hit points, vulnerabilities/weaknesses, resistances/immunities, and such of a given foe.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 6957655, member: 5142"] That's fine, but please keep in mind that these are the same clerics of death deities who in older editions would have channeled positive energy and cast cure wounds instead of inflict wounds. Or if they were neutral (death) deities, the cleric would have been given a choice. It represents a stark dissonance of subclass flavor text and mechanics. But this is also an ability (as written) that has spurred a lot of dissent in the UA domain thread, here and elsewhere, due to the nature of how it depends too heavily on GM fiat. You use your ability. Your GM doesn't know. You have wasted your ability. That's one of the reasons why I support a revision to this ability such that it can be applied more readily, broadly, and reflect a wider range of the archetype's responsibilities that you have mentioned before. Doom awaits as the grave cleric knows your hit points, hit dice, and or other weaknesses. I disagree with your initial assertion. The grave cleric exercises little control over their channel divinity ability as they are instead overly reliant upon whatever damage source provides the next hit. They have no control over what or when that might be. That is way too "swingy" and chaotic. There is little to no agency in that. A knowledge cleric can read thoughts. A life cleric has controlled healing. A light cleric summons a blinding light. A nature cleric can charm plants and animals. A tempest cleric can maximize elemental dice damage. A trickery cleric can cast an illusionary duplicate. A war cleric can imbue +10 to an attack. A death cleric can deal extra necrotic damage when they hit. The channel divinity options of the published cleric domains all demonstrate a greater degree of agency than what the grave cleric gets when they make the choice to expend their alternative channel divinity option. For the record, the old specialty priests for Kelemvor back in 2e allowed for a second attempt to turn undead. That sounds like giving advantage on turn undead attempts would be appropriate for Grave clerics. That could be given as part of their 2nd level feature. It enhances the Channel Divinity feature that they also get at 2nd level. Then maybe a Grave cleric's Channel Divinity, which we could also call Eyes of the Grave, could then pertain to locating undead as well as determining the hit points, vulnerabilities/weaknesses, resistances/immunities, and such of a given foe. [/QUOTE]
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