Do Grave Domain clerics get the additional Spare the Dying benefits if they already know the spell?

The Grave Domain Cleric learns the spare the dying cantrip at level 1 via the class feature Circle of Mortality, which also gives them extra benefits relating to it. Part of the description of the feature says (XGtE, pg. 20):

… In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

However, what if I multiclass into cleric and I already have the spare the dying cantrip (e.g. via having taken Magic Initiate before now or, in my case, via originally being a Warlock with the Undying patron, which also grants this cantrip at level 1)?

Similar bonus cantrips usually have wording more like the Light Domain Cleric (PHB, pg. 61):

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

The Circle of Mortality class feature doesn’t say something like “if you don’t already know it”. Thus, if I already have the cantrip, do the extra benefits still count (i.e. increased range and option to cast it as a bonus action) since this class feature was not the one to grant me this cantrip in the first place?

If one target of a Twinned Spell has 0 HP, does the Grave cleric’s Circle of Mortality feature maximize healing on a second target who’s not at 0 HP?

One PC is a multiclassed Grave Domain cleric/sorcerer. They cast a healing spell on a PC that has 0 health, and use the Twinned Spell Metamagic option to target another PC with the same spell.

Would the second PC also have its healing from the spell maximized by the Grave cleric’s Circle of Mortality feature (XGtE, p. 20), even if the second PC is not also at 0 HP?

Atheism in the DnD5e universe: is it a thing, and how common is it? Are clerics accepted to derive power from the divine?

My question comes up from a bit of weird exchange we had last session. Short version of the question: Is not believing in the existence of gods in most DnD universes really a widespread thing? Are clerics that can tap into these abilities very uncommon or believed to get their magic from some other source? And if no to these, how does one handle PC’s behaving as if this were so?

Long version: I ended up multiclassing cleric through a pretty cool set of story hooks that my DM did a good job working with me in setting up. I definitely wasn’t a stereotypical stoic priest preaching about my god or anything like that.

In terms of story as it played out when I revealed this new power to the rest of the party (which they were present OOC for me receiving), one of our party had a roleplay situation that came where I could use my new class to help, and I told the rest of party that if they would help me, I’d like to offer this help to the other PC (the object of the help was not present IC so didn’t react).

I was kinda bummed that the reception was anywhere from condescension to incredulity (both IC and OOC), at least one of them heavily implying that thinking a god exists is stupid, and I really felt like this was out of place; my impression (granted, as someone fairly new to this) was that the existence of gods in the DnD universes are no more contested than the existence of magic: it exists, everyone knows it exists whether or not they’ve directly been affected by it. Is this impression wrong? I feel as though nobody would have blinked if I multiclassed into warlock and made a pact with a supernatural being, but for some reason because it was explicitly a ‘god’ I attuned to there was a lot more incredulity.

I’m not really sure how to handle this going forward. Is this the sort of thing I should talk the DM about and get straight? Should I talk with the other players directly? Is my impression on the wide acceptance of gods just wrong? Not sure how to deal with this, IC or OOC. It sorta sucks, because I was really excited for this multiclass and I walked away feeling kinda dumb and not really being into it anymore. Thanks for suggestions.

E: Should have mentioned, we are using homebrew that seems to get material like this from Forgotten Realms based on our warlock’s already-existing pact. DM hasn’t mentioned to either of us to tailor our choices of being to his setting.

A question about cleric’s alignement restriction on spells

A Cleric can only cast spells of the same alignment to his own or his deity’s.

What happens when a character multiclasses into another spellcasting class? Does the Cleric’s alignment restriction extends to those spells learned with an arcane casting class?

For example: Is it possible for a wizard to cast a spell with the Chaotic descriptor if he/she has multiclassed into a cleric whose deity is lawfully aligned?

Is twilight domain cleric’s unlimited darkvision balanced?

There’s Unearthed Arcana Twilight Domain Cleric subclass presented at (08/2020). It has feature

Eyes of Night
1st-level Twilight Domain feature

Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; […]

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Considering how the "normal" superior darkvision is only 120′, unlimited range seems very powerful, even abusable. For example long bow range is 150/600. This immediately opens up a bunch of very powerful tactics even by a single crafty player. And then extending it for up to 20 other PC’s and NPC’s, for up to 5 times, essentially creating an archer force with the benefit of Greater Invisibility. It’s situational, but the situation happens every night…

The question: Is this feature unbalanced, especially when considered in the context of a higher level character taking 1 level multiclassing dip, being able to give both a solo advantage with no limits, and unparalleled option to buff allies all the way to highest levels of play?

  • If it is unbalanced, would reducing range to 120′ be enough to make it balanced, yet not worthless, or should range be even less?
  • If this feature is balanced as is, how so? For example, are there already options to achieve similar levels of power with similar opportunity cost?

Background for the question: The subclass is given at a sort-of official resource (DnDBeyond). So even if it is presented as play test material, I feel it has more legitimacy than most Unearthed Arcana material, which is why I am asking for… support on the idea that it should be nerfed before allowing it in a table, or arguments that it’s actually not a problem. I’m not asking for alternative ideas on how to nerf it, other than what is written above about the range.

The campaign settings that concern me are fantasy settings like Forgotten Realms and Exandria. If for example Eberron has content which demonstrates how this feature is not exceptional, that’s still fine in an answer, as long as it is stated that it might not apply to all settings.

Where can I find the other Channel Divinity options for Clerics that are hinted at in the PHB?

For a Cleric, the PHB shows two Channel Divinity powers: Turn Undead and Divine Fortune.

However, it says there are other Channel Divinity powers, but I can’t find out what these are.

What are those other options and where can I find them? Are these (and the previously mentioned ones) available to a first level character?

Does the +1 AC bonus from the Warforged racial trait Integrated Protection and the Forge Domain cleric’s Blessings of the Forge stack?

The Warforged race (from Eberron: Rising from the Last War, p. 36) has a racial feature called Integrated Protection, which among other things, grants the following:

  • You gain a +1 bonus to Armor Class

The Forge Domain for the cleric (from Xanathar’s Guide to Everything, p. 19) has a class feature called Blessings of the Forge, which grants the following:

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or …

Recently, a player wanted to make a Warforged Forge Domain cleric and wondered if these two features would stack (meaning, the racial +1 stacking with wearing magical armor enchanted via Blessings of the Forge), allowing effectively +2 to AC. Is there any reason this wouldn’t work?

Do the War Domain cleric’s Channel Divinity options Guided Strike and War God’s Blessing stack?

The War Domain cleric has the Channel Divinity option Guided Strike (PHB, p. 63):

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

The Channel Divinity option War God’s Blessing allows an identical benefit to extend to another creatures:

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

If two War Domain clerics were in the same party, and one uses Guided Strike to add +10 to their attack roll, could the other War Domain cleric use War God’s Blessing to add a further +10 to that attack roll?

Or would they not stack, as they are the same source (i.e. a War Domain cleric’s Channel Divinity)?

How specific is a clerics “time to meditate” to get their spells back

in the cleric page on the SRD it says

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.

It doesn’t say how much of a buffer zone they have. For example say my meditation time is midnight but I get stuck in an encounter around that time. How long before and after that is the “safe zone”. Most classes require a long rest before they can regain their class features (at least to my knowledge they do). So only needing 1 hour would be game-breaking if there wasn’t a time restriction in place. On the other hand, if the time restriction is too picky you could be locked out of your spells for a prolonged period of time due to bad luck with encounters or just being in transit at the wrong time, which would be underpowered.

So that begs the question, how close do you have to be to the time you choose to meditate in order to get your daily spells.