Tempest Domain clerics have the ability Wrath of the Storm:
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
It doesn’t specify what the DC of the saving throw is.
I assume it uses the spell save DC, even though it technically isn’t a spell?
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
I am playing a cleric/wizard/Mystic Theurge. Is there a way to increase the clerics channeled energy ability while taking levels in other classes?
None of the channel energy feats do this.
I am aware of Phylactery of Positive Channeling which increases channel by +2d6.
The Trickery Domain cleric gets the Channel Divinity: Invoke Duplicity feature at 2nd level, which creates “a perfect illusion of yourself” (PHB p.63).
However, CD:ID’s description doesn’t really tell us anything about what this illusory double actually does while it lasts (does it mimic its originator’s actions, or does it act independently?), nor do the rules tell us whether this duplicate can be revealed to be an illusion — using an Intelligence (Investigation) test, perhaps, or via a physical attack? — and if it can be, what happens if someone “sees through it”.
Have I missed something, or are the answers completely up to the DM? (I think the latter is perfectly fine, btw, just don’t want to houserule something that’s covered officially.)
Presumably, the high costs of spells would likely restrict this to low level spellbooks but if a spellbook composed at least partially of metal (such as gold leaf on the cover) were to fall into the hands of a cleric of the Forge could he duplicate it?
Reading through the cleric spell list, it occurred to me that if the Life Domain cleric’s Disciple of Life feature works on the regenerate spell, you would regain 10 hp instead of 1.
Is this valid?
Channel Divinity: Artisan’s Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
A metal […] is a material that, when freshly prepared, polished, or fractured, shows a lustrous appearance, and conducts electricity and heat relatively well. […]. A metal may be a chemical element such as iron, or an alloy such as stainless steel.
In physics, a metal is generally regarded as any substance capable of conducting electricity at a temperature of absolute zero. […]
In chemistry […] Around 95 of the 118 elements in the periodic table are metals (or are likely to be such). The number is inexact as the boundaries between metals, nonmetals, and metalloids fluctuate slightly due to a lack of universally accepted definitions of the categories involved.
Then, on the periodic table, we can find that almost everything is a metal:
- Alkali metals: lithium, sodium, potassium, rubidium, caesium, francium.
- Alkaline earth metals: beryllium, magnesium, calcium, strontium, barium, radium.
- Transition metals: scandium, titanium, vanadium, chromium, manganese, iron, cobalt, nickel, copper, yttrium, zirconium, niobium, molybdenum, technetium, ruthenium, rhodium, palladium, silver, hafnium, tantalum, tungsten, rhenium, osmium, iridium, platinum, gold, rutherfordium, dubnium, seaborgium, bohrium, hassium.
- Post-transition metals: aluminium, zinc, gallium, cadmium, indium, tin, mercury, thallium, lead, bismuth, polonium, copernicium.
- Lanthanides: lanthanum, cerium, praseodymium, neodymium, promethium, samarium, europium, gadolinium, terbium, dysprosium, holmium, erbium, thulium, ytterbium, lutetium.
- Actinides: actinium, thorium, protactinium, uranium, neptunium, plutonium, americium, curium, berkelium, californium, einsteinium, fermium, mendelevium, nobelium, lawrencium.
In addition, metals can be classified by:
- Base metal: A base metal is a common and inexpensive metal, as opposed to a precious metal such as gold or silver.
- Precious metal: A precious metal is a rare. Precious metals tend to be less reactive than most elements. They are usually ductile and have a high lustre. Gold, silver, platinum, and palladium are precious metals.
- Noble metal; Noble metals are metals that are resistant to corrosion and oxidation in moist air. The short and most common list of chemically noble metals comprises ruthenium, rhodium, palladium, silver, osmium, iridium, platinum, and gold.
- Non-ferrous metal: Non-ferrous metal is a metal, including alloys, that does not contain iron (ferrite) in appreciable amounts.
So, I was wondering, what is metal? Only iron? Only transition metals? Or all the metallic elements? What materials (metals) is the Artisan’s Blessing able to transmutate?
Can Ogre clerics use Purify Food and Drink on humanoid characters to cure them as humanoid creatures are regarded as food in Ogre culture?
Similarly, can Ogre clerics use Create Food and Water to summon a halfling teammate?
This question already has an answer here:
- How do I know if an ability is magical? 1 answer
Other domains give damage types that are not commonly resisted. Stat blocks list fire, cold, and other resistances separately from the “bludgeoning, piercing, and slashing damage from nonmagical weapons/attacks” that many powerful creatures have. That caveat is also never used for non-weapon types of damage (b/p/s), to my knowledge.
This means that even with a mundane weapon, a cleric with divine strike usually has a way to deal consistent, unresisted damage. They deal a different damage type, that might not be resisted. But war clerics deal the same damage as their weapon attack, and that should make it bludgeoning, piercing, or slashing from a nonmagical weapon.
Now, the flavor text says ” you gain the ability to infuse your weapon strikes with divine energy.” But unlike, say, monk’s ki-empowered strikes, it never says “[this attack] counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage” under divine strike, so it should still count as mundane damage.
That makes it sound like war clerics’ divine strike ends up being a little rough compared to some of the others (though trickery domain probably has it worse). Have I interpreted this correctly?
My player is playing a Death Domain cleric. They have the Channel Divinity option Touch of Death (DMG, p. 97), which deals extra necrotic damage on a hit with a melee attack. They also have the find familiar spell from the Ritual Caster feat (PHB, p. 169), choosing the wizard spell list. They were wondering, based around the wording of find familiar, if a touch spell from the familiar can still trigger the Touch of Death ability.
Can a touch spell delivered by the familiar trigger the Death Domain cleric’s Touch of Death?
The Trickery Domain Cleric gets access to Invoke Duplicity at 2nd level, which states:
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Sneak attack states:
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack […] if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
It seems pretty clear that the advantage provided to the cleric is exclusive, and that may have an affect on how it interacts with the optional flanking rules (if you’re using them), but I’m interested in whether the distraction provided by the illusion is sufficient to be ‘subtly exploited’ by the rogue’s sneak attack – in other words, whether the illusion counts as ‘another enemy of the target‘ for the purposes of this class ability.
This question looks at some of how the illusion works, and this one explores how the inverse is possibl (something that is definitely an enemy but not visible to the target can proc Sneak Attack) but it doesn’t seem clear to me RAW whether or not this ‘perfect illusion’ would provide the same support.