Homebrewed campaign where tinkering with class mechanics is encouraged to suit your character, I just want to make sure it isn’t horribly unbalanced.
I have an idea for a divination/stars/universe/fate obsessed character, lumbering, slow, strong, wise, warm. Heavy armour melee/mid-field support. However, I don’t really like the Twilight Domain’s Channel Divinity.
The Stars Druid subclass abilities seem like a good match but the spell list leans towards the terrestrial/battlefield control/summoning rather than astral/divination and I don’t see this character ever using wildshape.
make a Stars Druid that uses the Cleric spell list and loses wildshape etc
make a Twilight Cleric and swap the Channel Divinity (twice per rest resource for most of the game) for one of the Stars Druids abilities?
Any input and ideas welcome. When homebrew is encouraged I like to troubleshoot for balance.
I’m relatively new to the game and DMing a group who are all also new to the game, so maybe this is something obvious that we just don’t know. Last session the party was beset upon by a group of assassins in the night. In the ensuing fight, at two seperate times a character was brought below 0hp. Both times, the cleric immediately either healed or cast Spare The Dying on them before they had to make a single death saving throw.
I’m not sure how to proceed because I feel like the way things shook down really undermined any feeling of danger, it seems like the only real way for anyone to die would be Disintegration (or something similar that insta-kills), or for the cleric to be the first to go (though he’s usually quite good about staying out of range)
Am I missing something here, or is it just hard to kill a party member when they have a cleric?
To be clear, I don’t want to go out of my way to kill any players, but I feel like combat is beginning to feel very low stakes, even when up against challenging enemies due to what is described above
At level 6 when you get the ability to teleport to other bonded creatures to take their incoming damage do you get to know the damage value before you teleport?
For instance player1 is bonded to player2. If player2 is attacked by a goblin wielding a shortbow and the goblin rolls a successful attack. Can player1 wait until after the damage roll before deciding to use the reaction to teleport and take the damage? Or does player1 have to declare the teleport after the successful attack but before the damage is known?
Emboldening Bond 1st-level Peace Domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Protective Bond 6th-level Peace Domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Tempest domain clerics get the following feature at 6th level:
Thunderous Strike. At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
I’m a bit confused as to how this is useful. As far as I can tell, there are no ways to deal lightning damage to enemies as a normal cleric and tempest clerics get a single spell from their class spell list that can do it, Call lightning. And while that is not a bad spell, it seems weird to have a class feature for a single spell.
So what are some other ways a pure tempest domain cleric could deal lightning damage? Any magic items? From the race? Something else?
I have a player asking me if there is a mechanic that would allow them to take on a second domain, much in the same way a player can multi class. My gut here is no and I am contemplating instead finding out which 2 domains they wish to combine and then forming my own homebrew deity and domain that takes aspects of each, but not everything. But is there a RAW way that a player could take on multiple domains as a cleric?
The description for the Eyes of night feature states:
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
Does this mean that a twilight domain cleric can discern colors in dim light or do the normal rules for darkvision apply here that state you cannot discern colors in darkness? The way I see it a twilight cleric should be able to see colors because the feature doesn’t say that you cannot see colors. Is that the correct interpretation?
For a prestige class that grants domains and increases caster level for a previous class, if it grants an extra domain, what is the effective cleric level for that domain? For example, if you are a sorcerer, and you take four levels of Rainbow Servant, you gain access to the Air domain. What is your effective cleric level when you turn/rebuke Air/Earth creatures? Is it your level in Rainbow Servant only? Or is it your effective Sorcerer caster level? Or is it your total character level?
Edit: this came up when the Rainbow Servant came across a wyrmling Green dragon, and she remembered she had access to the Air domain, so she turned Air creatures. She is Sorcerer 6/Rainbow Servant 4. If the effective cleric level is 4, she can roll to turn the 5 HD Air creature. If the effective cleric level is Sorcerer Caster Level, then it is 8. If it is Sorcerer + Rainbow Servant levels, then it is 10, and in the last one, it is possible that the little dragon goes pop (I said it was 4 = Rainbow Servant level).
Our forge cleric wanted to manufacture diamond rings and use the diamonds later for raise dead and similar spells.
Artisan’s Blessing states that the end product must include some kind of metal. The metal used as material for the ritual then magically forms even the non-metal parts of the product.
Can the cleric keep using this feature to basically convert coins to diamonds?
Dhampir have two types tags in the new Unearth Arcana, they are both humanoid and undead. There is even a nice rules reminder in D&D Beyond that points out:
If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.
Everything so far is peachy keen. I was going to introduce an NPC that is a Dhampir Cleric, but ran across an odd edge case. If the cleric uses Channel Divinity: Turn Undead I’m not sure what happens:
Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 14). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
I know it is play test material and will have weird edge cases like this not hammered out. I also know at my table I will have to make a call if it comes up. However, as it stands, the NPC is an undead within 30 feet who can see and hear itself, so RAW would have to make the roll, right? And what would it mean if you failed it and became turned and had to move away from itself? What would that look like?
The Eyes of Night feature from the Twilight Domain Cleric, introduced in Tasha’s Cauldron of Everything pg. 34, grants darkvision to the cleric:
You can see through the deepest gloom. You have darkvision out to a range of 300 feet.
It also allows the cleric to share this darkvision with willing creatures:
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. […]
It’s clear that the creature needs to be within 10 feet of the cleric for him to use an action to share the darkvision. But once shared, does that creature needs to be within 10 feet of the cleric to be granted the benefits of the darkvision from Eyes of Night? Since the sharing has a duration 1 hour I’m wondering what if a creature that wandered far away from the cleric would still be granted this benefit.