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General Tabletop Discussion
*Dungeons & Dragons
What is the Deal with the Twilight Cleric?
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<blockquote data-quote="Swarmkeeper" data-source="post: 9624443" data-attributes="member: 6921763"><p>Of course, DMs are well within their purview to limit or ban any aspect of the game for the campaign they are looking to run. Nothing wrong with that at all, IMO.</p><p></p><p>That said, there are other ways to deal with the Twilight Cleric's abilities other than straight up banning or nerfing it.</p><p></p><p>Let's take Twilight Sanctuary which, below 6th level, the Twilight Cleric can only use once per rest.</p><p></p><p>1. Set up opportunities for there to be more than one combat between rests.</p><p>2. Have intelligent creatures learn about Twilight Sanctuary and temporarily (1 minute+) run away so it becomes at best a single use temp HP ability</p><p>3. Use enemies that can Charm or Frighten the PCs so the temp HP isn't "spammed" and the other benefit needs to be utilized for a round</p><p>4. Spread out the battlefield so melee focused PCs need to make the potential tradeoff of engaging vs staying in the sanctuary</p><p>5. Use enemies that have spells or abilities that can cause the Incapacitated condition (Myconid Sovereign, Harpy, Ghost, a low level wizard NPC with Sleep/Hold Person/Tasha's Hideous Laughter prepared, etc)</p><p>6. Have encounters in tight quarters that limit the effective range of the sanctuary</p><p></p><p>I'm sure the creative posters here can come up with more - and it would be helpful to hear them!</p><p></p><p>As for it taking up playtime/spotlight time with extra rolls, something we've done at our table is have each player roll their own d6 for the Temp HP quietly at the end of their respective turns.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9624443, member: 6921763"] Of course, DMs are well within their purview to limit or ban any aspect of the game for the campaign they are looking to run. Nothing wrong with that at all, IMO. That said, there are other ways to deal with the Twilight Cleric's abilities other than straight up banning or nerfing it. Let's take Twilight Sanctuary which, below 6th level, the Twilight Cleric can only use once per rest. 1. Set up opportunities for there to be more than one combat between rests. 2. Have intelligent creatures learn about Twilight Sanctuary and temporarily (1 minute+) run away so it becomes at best a single use temp HP ability 3. Use enemies that can Charm or Frighten the PCs so the temp HP isn't "spammed" and the other benefit needs to be utilized for a round 4. Spread out the battlefield so melee focused PCs need to make the potential tradeoff of engaging vs staying in the sanctuary 5. Use enemies that have spells or abilities that can cause the Incapacitated condition (Myconid Sovereign, Harpy, Ghost, a low level wizard NPC with Sleep/Hold Person/Tasha's Hideous Laughter prepared, etc) 6. Have encounters in tight quarters that limit the effective range of the sanctuary I'm sure the creative posters here can come up with more - and it would be helpful to hear them! As for it taking up playtime/spotlight time with extra rolls, something we've done at our table is have each player roll their own d6 for the Temp HP quietly at the end of their respective turns. [/QUOTE]
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What is the Deal with the Twilight Cleric?
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