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Unearthed Arcana and Necrotic Undead hunting.
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6957751" data-attributes="member: 6802951"><p>I think that that is being a little incorrect there. Without the ability, there is no additional damage. It isn't changing existing additional damage, it is changing an existing effect into the same effect with added necrotic damage. Its not changing a 2d8 Bludgeoning mace strike into a possibly less damaging strike, its changing a d8 Bludgeoning mace strike into a d8 bludgeoning + d8 Necrotic strike.</p><p></p><p>I'm aware that you think that the additional damage should be of another type. But what you were saying was potentially giving the false impression that the ability was making an existing capability worse, rather than making it better, but not in the most optimised fashion.</p><p></p><p> Why does your DM not know whether there are undead within 1 mile? Its not like they are a common occurrence in the world normally, and a mile is not a huge area unless you're in building-scale operation - at which point the DM should have a pretty good idea whether there are undead in the city or not.</p><p>Its only every short rest, so it can't be used repeatedly, and the default is going to be none unless you're close enough to an area plot-relevant enough for the DM to know whether there are undead there or not.</p><p></p><p> So your objection is that it is too much of a teamwork and not a personal DPS capability? The cleric is losing agency because another party member could be the one to deliver the strike that the target would be vulnerable to?</p><p>If the ability specified that it was only the next spell or attack <em>from the Cleric</em> that the target was vulnerable to and that would use up the ability, would that be better? (Possibly also make activating it a bonus action ? Or would that be a bit too powerful?)</p><p></p><p> Advantage to turning undead is a good idea: it doesn't allow a cleric to do anything too powerful that they couldn't do already, it just makes them better at it.</p><p>I wouldn't mess with the second ability though. Path to the Grave is an interesting effect that will work on most creature types, and represents the idea that death can come for anything. Turning it into just another anti-undead ability would not only overly focus the subclass onto a single aspect of its theme, it doesn't give the cleric an ability that it can use in more general circumstances. As you have demonstrated earlier, most domain-specific channel divinity abilities are giving an option for the ability that can be used more generally.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6957751, member: 6802951"] I think that that is being a little incorrect there. Without the ability, there is no additional damage. It isn't changing existing additional damage, it is changing an existing effect into the same effect with added necrotic damage. Its not changing a 2d8 Bludgeoning mace strike into a possibly less damaging strike, its changing a d8 Bludgeoning mace strike into a d8 bludgeoning + d8 Necrotic strike. I'm aware that you think that the additional damage should be of another type. But what you were saying was potentially giving the false impression that the ability was making an existing capability worse, rather than making it better, but not in the most optimised fashion. Why does your DM not know whether there are undead within 1 mile? Its not like they are a common occurrence in the world normally, and a mile is not a huge area unless you're in building-scale operation - at which point the DM should have a pretty good idea whether there are undead in the city or not. Its only every short rest, so it can't be used repeatedly, and the default is going to be none unless you're close enough to an area plot-relevant enough for the DM to know whether there are undead there or not. So your objection is that it is too much of a teamwork and not a personal DPS capability? The cleric is losing agency because another party member could be the one to deliver the strike that the target would be vulnerable to? If the ability specified that it was only the next spell or attack [I]from the Cleric[/I] that the target was vulnerable to and that would use up the ability, would that be better? (Possibly also make activating it a bonus action ? Or would that be a bit too powerful?) Advantage to turning undead is a good idea: it doesn't allow a cleric to do anything too powerful that they couldn't do already, it just makes them better at it. I wouldn't mess with the second ability though. Path to the Grave is an interesting effect that will work on most creature types, and represents the idea that death can come for anything. Turning it into just another anti-undead ability would not only overly focus the subclass onto a single aspect of its theme, it doesn't give the cleric an ability that it can use in more general circumstances. As you have demonstrated earlier, most domain-specific channel divinity abilities are giving an option for the ability that can be used more generally. [/QUOTE]
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