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General Tabletop Discussion
*Dungeons & Dragons
What is the Deal with the Twilight Cleric?
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<blockquote data-quote="jgsugden" data-source="post: 9620965" data-attributes="member: 2629"><p>There are a lot of threads on this topic over the years, but the short version: </p><p></p><p>Bonus Spells: Solid, but not game breaking. Access to Greater Invisibility while you have a flight ability, however, can be game breaking. </p><p></p><p>1st/3rd: 300 feet of Darkvision for the party can be gamebreaking in some situations. Additionally, advantage on initiative for 1 PC is strong, although less so in 2024 do to the surprise rules overlapping. Still, together this can be gamebreaking.</p><p></p><p>2nd/3rd: Granting 1d6 Temporary HP to all allies that end a turn within 30 is a lot of healing+ going on. It is like giving your allies a free 20 hps in most combats. This is a huge benefit.</p><p></p><p>6th: 3 to 6 free flight spells is a lot of flight. This is a huge benefit - especially as it does not require concentration to achieve. Flight, by itself, can render some enemies meaningless.</p><p></p><p>17th: Not really that amazing and only available at high level, but a decent level buff. </p><p></p><p>In the end, if the party and PC do not build around these abilities it ends up being a strong, but not broken, subclass. If, however, the PCs focus on benefitting from that extreme long distance darkvision, the bonus health, and the flying cleric ... it can be gross.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9620965, member: 2629"] There are a lot of threads on this topic over the years, but the short version: Bonus Spells: Solid, but not game breaking. Access to Greater Invisibility while you have a flight ability, however, can be game breaking. 1st/3rd: 300 feet of Darkvision for the party can be gamebreaking in some situations. Additionally, advantage on initiative for 1 PC is strong, although less so in 2024 do to the surprise rules overlapping. Still, together this can be gamebreaking. 2nd/3rd: Granting 1d6 Temporary HP to all allies that end a turn within 30 is a lot of healing+ going on. It is like giving your allies a free 20 hps in most combats. This is a huge benefit. 6th: 3 to 6 free flight spells is a lot of flight. This is a huge benefit - especially as it does not require concentration to achieve. Flight, by itself, can render some enemies meaningless. 17th: Not really that amazing and only available at high level, but a decent level buff. In the end, if the party and PC do not build around these abilities it ends up being a strong, but not broken, subclass. If, however, the PCs focus on benefitting from that extreme long distance darkvision, the bonus health, and the flying cleric ... it can be gross. [/QUOTE]
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What is the Deal with the Twilight Cleric?
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