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What is the Deal with the Twilight Cleric?
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<blockquote data-quote="Burnside" data-source="post: 9621084" data-attributes="member: 6910340"><p>Having had one in our group from levels 1-13 in Baldur's Gate: Descent into Avernus and seen them in play many times, the problem, as others have stated, is Twilight Sanctuary. By the time you reach level 7 or 8, it begins to feel more on-par with what other classes are doing. But it comes online at level 2. The issues are most apparent at levels 2-4, when it can absolutely trivialize encounters. Basically, it's an ability that should probably be acquired at level 6, and instead shows up at level 2.</p><p></p><p>If run as written, it's also just mechanically clunky and slows down combat turns with everyone in the party rolling for temps at the end of their, turn every turn. I have house-ruled this so that the twilight cleric rolls once at the end of their own turn, and that's the amount everyone else collects at the end of their respective turns.</p><p></p><p>I also have thematic questions about the class. WHY heavy armor? WHY flying? What about those things embodies "twilight"?</p><p></p><p>Also, in the Tasha's era forward, the designers seem in love with temporary hit points, and the 2024 rules embrace them even further. I pretty much hate temporary hit points and don't understand why ways to get them keep multiplying.</p><p></p><p>I don't think the Twilight Cleric is unplayable or game-breaking, but it definitely can cause issues, especially in Tier 1 play. DMs will generally need to toughen encounters because of them.</p></blockquote><p></p>
[QUOTE="Burnside, post: 9621084, member: 6910340"] Having had one in our group from levels 1-13 in Baldur's Gate: Descent into Avernus and seen them in play many times, the problem, as others have stated, is Twilight Sanctuary. By the time you reach level 7 or 8, it begins to feel more on-par with what other classes are doing. But it comes online at level 2. The issues are most apparent at levels 2-4, when it can absolutely trivialize encounters. Basically, it's an ability that should probably be acquired at level 6, and instead shows up at level 2. If run as written, it's also just mechanically clunky and slows down combat turns with everyone in the party rolling for temps at the end of their, turn every turn. I have house-ruled this so that the twilight cleric rolls once at the end of their own turn, and that's the amount everyone else collects at the end of their respective turns. I also have thematic questions about the class. WHY heavy armor? WHY flying? What about those things embodies "twilight"? Also, in the Tasha's era forward, the designers seem in love with temporary hit points, and the 2024 rules embrace them even further. I pretty much hate temporary hit points and don't understand why ways to get them keep multiplying. I don't think the Twilight Cleric is unplayable or game-breaking, but it definitely can cause issues, especially in Tier 1 play. DMs will generally need to toughen encounters because of them. [/QUOTE]
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What is the Deal with the Twilight Cleric?
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