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General Tabletop Discussion
*Dungeons & Dragons
What is the Deal with the Twilight Cleric?
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<blockquote data-quote="Clint_L" data-source="post: 9620974" data-attributes="member: 7035894"><p>They have a combination of abilities that make them extremely strong at low levels in particular. I played one through the first part of <em>Rime of the Frost Maiden</em>, and it felt broken OP. The shared darkvision alone makes the class strong, and access to heavy armour is always great on a cleric. Vigilant blessing means that one party member always has advantage on initiative checks. They also have a really nice spell selection.</p><p></p><p>But it's the channel divinity (Twilight Sanctuary) that makes them overwhelmingly strong at low levels - the 30' radius centred on the cleric, the one minute duration (no concentration), and the fact that you are in heavy armour and can easily move into melee just provides a huge damage buffer for your entire party all for one initial action. By high levels, this isn't as big a deal (though still pretty amazing action economy), but at low levels - where most games are played - an extra D6 HP+level per character per round is very, very strong.</p><p></p><p>Edit: on average, this just about amounts to each party member being able to shrug off one hit per round for the entire fight, and it can't be dispelled on concentration broken. For one initial action!</p><p></p><p>That said, you're playing Ravenloft and you might need it just to survive Death House if you are starting there!</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9620974, member: 7035894"] They have a combination of abilities that make them extremely strong at low levels in particular. I played one through the first part of [I]Rime of the Frost Maiden[/I], and it felt broken OP. The shared darkvision alone makes the class strong, and access to heavy armour is always great on a cleric. Vigilant blessing means that one party member always has advantage on initiative checks. They also have a really nice spell selection. But it's the channel divinity (Twilight Sanctuary) that makes them overwhelmingly strong at low levels - the 30' radius centred on the cleric, the one minute duration (no concentration), and the fact that you are in heavy armour and can easily move into melee just provides a huge damage buffer for your entire party all for one initial action. By high levels, this isn't as big a deal (though still pretty amazing action economy), but at low levels - where most games are played - an extra D6 HP+level per character per round is very, very strong. Edit: on average, this just about amounts to each party member being able to shrug off one hit per round for the entire fight, and it can't be dispelled on concentration broken. For one initial action! That said, you're playing Ravenloft and you might need it just to survive Death House if you are starting there! [/QUOTE]
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What is the Deal with the Twilight Cleric?
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