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@@MinnowTF double bless is nice. Negating charm and fear and being a constant healing source is nicer. Also peace domain is full of boring conditions: their double bless effect should work like Twilight Sanctuary, not having you check out of each receiver is in range of each other
Beautiful thing about BG3 is that we can make our party anything we want them to be. I made Asterion a Gloomstalker/Fighter and he was so much more effective
I don't really think she fits the flavor of the Twilight Cleric at all, at least from the base flavor text prompts from Tasha's. Sure you have the freedom to make her whatever you want, but story wise...
@@SuperFizzah Considering which kind of (busted) features this class has, basically mixing the illusionism of Trickery with the support of Life Domain, I'd say that Twilight would be perfect for a character that worships BOTH Shar and Selune as two parts of a greater equilibrium. Come to think of it, maybe Baldur's Gate 3 should be the only place where this is allowed. Maybe Tavern Brawler, Swords Bard with the double ranged Flourish, or bugged Vengeance Paladin just deciding they have advantage on all attack rolls are on par with this. Maybe.
I'd like to be a fly on the wall for whatever conversation lead to the CD change. "You know the domain that gives clerics the ability to fly over enemies in heavy armor, high enough to be out of any darkvision range but their own, while having fantastic spells? What if they could make their whole party unkillable?"
Wanna hear funny UA stuff? In DMG, the warlock gets eldritch smite as an eldritch invocation. It's just divine smite, but force damage, but you get to knock large or smaller enemies prone. In UA, GOO, Fiend, Hexblade, and Archfey get an eldritch invocation that essentially gives them a smite that scales 2d8 per spell level(normal smite is 1d6 + spell level x d6), that has bonus effects ranging from reducing speed to 0, knocking huge or smaller enemies prone, and having advantage against lycanthropes. Additionally, the wording of the Invocation implies that instead of being once per action like Eldritch Smite is, it can be activated once per HIT. With another eldritch invocation(literally just extra attack), you can deal up to 6d6 + 20d8 extra damage to an enemy while burning 3 spell slots, in addition to 2 weapon attacks(luckily the UA smites are locked to a specific weapon, so no dual wielding shenanigans). This, unfortunately for the warlock players, did not get added to base DND. Unfortunate.
Twilight Cleric's so powerful it can even make Monks amazing. Shadow Monk 6/Twilight Cleric 2 can give itself a full minute of free Misty Steps that also gives them advantage on their next attack that turn. Shadow 6/Twilight 6 can also do that while also flying. And since Twilight 6 grants flying equal to walking speed, the more you invest in Monk the more powerful it becomes. Throw Twilight 6 on a Gunk build and by level 12 you're flying around the battlefield at 45 feet per round blasting enemies with a musket that ignores non-magical piercing resistance (with advantage if it's dark and you are outside their darkvision range but they are within yours).
My DMs have always ruled that Prone only imposes disadvantage if laying flat would reasonably make you harder to hit. If you are above or below someone who goes prone they not only have given you a larger surface area to hit but they've reduced their mobility. Also as someone playing one right now who has a DM that rules Twilight Sanctuary does not override dim light, you are right that it's easy to get it anyway. I only need a single spot of dim light/darkness to get the flight. I've literally just jumped into a bush or stood in the shade of a tree to get my flight.
Read Ender's game. There's a whole discussion of exactly this issue. Bottom line, prone while flying SHOULD give you advantage but ONLY in a specific arc/orientation.
@@isaacthekfuuuuuuck thank you for connecting this to Ender’s Game lmao memories flooding back! I re-read it like 6 times in different parts of my life, and this may have sparked a new re-read. If only Orson Scott Card didn’t fall off the deep end tho lmao
That's an insanely stupid ruling. How will a Twilight Cleric protect you from harsh sunlight without their sanctuary actually blocking it? It clearly goes against the theme of the class.
In that case then standing up straight while flying should give them disadvantage cuz they have a smaller target to hit. I’m gonna make this work for me either way. 😂
Didn't they say they made it strong because they feared no one would find the Twilight Domain interesting from a flavor perspective & not play it? How ironic since many tables and players just refuse to use it for how absurdly powerful it is. Tasha's gets a bad reputation for powercreep, and the Clerics are a BIIIIIIG reason why.
Im playing a twilight domain cleric warforged who is basically a database for the knowledge of the cosmos that they know at the moment. I thought the concept was neat and didnt really pay attention to the abilities at later levels… or at second level. Whoopsies
I like this subclass because it allows me to play a STR Cleric instead of DEX (heavy armor), and because it has a theme of protectiveness with actual functional protective features. You no longer have to spec as much into aggressive spells to be effective. I still don't think Twilight Sanctuary does _that_ much against enemies that focus fire, as smart enemies should. It's great against fear and charm effects, but many of those are unfun when used against players anyway, especially things like Hypnotic Pattern that just disable you entirely. Having Tiny Hut means the Wizard doesn't need to take that spell, if you even have a Wizard. If anything, I think maybe the darkvision feature is overpowered. That being said, I haven't properly tried this subclass in an actual fight yet, so maybe I'm overlooking how powerful Twilight Sanctuary actually is in practice, just because in theory it only neutralizes about one hit per round if and when enemies are focus firing. Like maybe it's easier than I realize, to force enemies to _not_ focus on just one target. Or that one hit per round is more significant than I realize. Or maybe the effect on enemy AoE's is more significant than I realize.
The campaign I'm playing in has a twilight cleric. She's been the best support caster, so my Forge Cleric can run Frontline fighting. I love the twilight cleric so much.
Love when two clerics fill entirely different roles especially because that flexibility is insane, I thought about playing a twilight domain for my groups out of the abyss run but I ended up going with peace instead, we also have a forge cleric in the party and as the only two support casters I can tell that the flow of combat encounters will be very interesting depending on how we decide to play especially once our wizard joins
I rolled high wisdom and con and played a Damphir twilight cleric in Strahd, it was an absolute blast. At level 1 or 2 I stood in a 5 foot hallway with sanctuary and a dodge action, untouchable by ghouls while my party cantripped and halberded them to pieces.
The DM can decide whether resisting it or not is worth. If both sides powergame, the DM can decide to hold onto legendary resistances for a better save or suck spell. Faerie Fire also has concentration, so no pre-combat buffing.
@synckar6380, Of course, the DM can decide to burn a legendary resistance or not, but because of the effect of Faerie Fire, the GM is incentivized to use a legendary resistance, at least compared to any other 1st level spell. Giving everyone advantage on the BBEG is quite a buff to the party, which will increase the total DPR output of the party quite considerably, assuming they have people who need to hit the boss. I also disagree with no pre-combat buffing. You are certainly more limited, but you still have spells available, like Gift of Alacrity, False Life or Aid, which are buffs that are non-concentration spells. This also ignores the fact that other party members could cast the buff spells instead of the person who will cast Faerie Fire.
This video is so validating. I'm a first-time DM running a campaign for a small group, and one is a twilight cleric. The cleric's player is lovely and doesn't intentionally steal the show or play to optimize, but there have been a few times when they've just, by default, become a one-man band while the other two have struggled. They can tank AND heal AND do significant damage. I've been throwing magical items at the other two to try to help them catch up, because I'm less concerned about balance vs NPCs than I am about the other players feeling underpowered by comparison. I wish I'd known about the balance issue going in: I absolutely would not have banned twilight cleric (it actually fits the campaign themes extremely well and I'm not into banning anything unless it's particularly extreme), but I probably could have done more to offset that imbalance within the party up-front rather than having to come up with more tools for them later. I would add: all those times where Kobold says a particular spell is useless if there is a wizard in the party? That hasn't been my experience, because now my wizard can happily take other spells and the party as a whole can spread out their utility and damage output to cover as many bases as possible. A magically-inclined party that is aware of each other's strengths so they limit overlap is actually quite powerful.
Yes thank you! It's really a blessing when a party splits up support and utility responsibilities! Coming from a current wizard in a party with four non-magic-using martials lol
As a forever DM I got to play this class once. I loved it. It was so thematic and had so much flexibility that I noticed it wasn't a pigeonholed class, and I also realised it had flexibility of options which meant I never spammed the same action like other classes or optimisations bring.
Twilight cleric is my favorite thing to bring to tables with strangers. They can't mess up anything you're doing and you get to make them feel invincible.
@astrogamer927 Artillerist capstone: "You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits."
Not to mention, you get a guaranteed surprise round. You don't even need to roll for stealth. Under Surprise rules in the PHB, p. 189, "Any character or monster that doesn't notice a threat is surprised at the start of the encounter."
I didn't realize just how strong Twilight Cleric was until I started playing one. Some of the scrapes it got us through were beyond lethal. The great thing about it though is that it's not OP in the way that many meta builds are where they steal the spotlight. Twilight Cleric is a huge supporting presence, but it creates opportunity for the other players to shine. Sure, eventually you can get Spirit Guardians and things going where you'll mop up some fights unless you're unlucky, but blunting the enemy's damage to almost nothing in tier 1, and eating up chip damage at all tiers, is incredible from both turn-to-turn tactical and daily resource perspectives. The advantage on initiative is also absolutely incredible. Being able to get Twilight Sanctuary cast before any enemies attack means allies with turns before the enemy are getting temp HP up before damage happens, often negating much or all of it.
I rationalize “prone in the air” as angling yourself to vastly reduce your silhouette at range. But I’d probably in session 0 ask everyone “okay, would you rather be able to go prone in the air, _but monsters can do it too_ and it work RAW” _or_ “You can go prone in the air but it gives you disadvantage too as you’re angling yourself away from your enemy” _or_ “You can’t go prone mid air.” I think I’d prefer 2 or 3.
Prone RAW already gives the creature going prone disadvantage on all attack rolls. Unless the Twilight Cleric is just spamming save or suck spells they're also needing their own attack output.
Currently playing an unwilling Great Old One Warlock (he was supposed to be an offering by a cult but saved by the rest of the party but it was too late and a link was established. Long story short, the Old One is not ready to awaken and charged the party to stop the cult) Each level his Patron is forcing more power onto him, slowly making him more paranoid/"unstable". Var. Human took observant feat and has 16 Wis & CHR. At level 4, we decided to take a level of twilight cleric, as he is now acting as a cleric for this old one and the latest influx of power is causing him not to sleep anymore (via the Eldritch Invocation Aspect of the Moon).
RAW does have one thing that implies hovering creatures can't be prone. Monsters with a hover speed are listed as being immune to prone, suggesting they can't be prone. Obviously, that's the monster manual so some may argue it doesn't apply to players, but it does confirm the designers' intent on this interaction.
Great video! I put a comment on the old version so I'll copy it here. A combo with twilight sanctuary that I don't see brought up very often is with summoning spells like conjure animals and animate dead, which makes twilight cleric even stronger in a party with something like a druid or a necromancy wizard. By affecting more creatures with twilight sanctuary, you effectively get more benefit from it. You can even use it at the beginning of the adventuring day to get temporary hitpoints on everyone, then take a short rest to get the channel divinity back. I've been playing a few twilight clerics recently and they are really fun (but also very op lol).
Or if the DM isn't having fun. Twilight Domain creates a situation it which it is very difficult to meaningfully challenge the party. Tables and tastes vary, but that's very un-fun from both sides, in my opinion. It's a shame, since I like the concept of the Twilight Cleric as I interpret it: one who protects and leads the fight against the terrors in the dark.
@@elementzero3379 Oh it's way worse than that. The permanent continuous regeneration creates a situation where the only way the DM can increase the danger of situations is by buffing enemies to a point where they can't be outhealed. And this works until the cleric is downed or stunned or smacked away from the 30 foot radius. Then the wizard gets one shotted and the bard KO'd in the same round. This subclass breaks the game in the worst way: it makes the mechanics in every other system malfunction.
I ran a campaign with a twilight cleric, gloomstalker Ranger/battlemaster fighter, Hexblade Warlock/Vengeance Paladin, and Divination wizard/arcane trickster Rogue. Combat was an absolute nightmare for me because nothing seemed to challenge them, but they loved it like that. Then I learned to have combat be more intricate than just smack the bad guy til they die, and we had a lot of fun and sometimes combat was easy and sometimes it wasn't. Combat doesn't have to be hard or deadly with super high CR creatures to be fun
An overpowered class or subclass can also kill the fun at a table if the character take to much spotlight away from the rest of the team. I play an Hexblade Swordbard Aaracokra at my table, where the only other "sort-of optimized" character is a greatweapon master totem barbarian. I have the best mobility, have the best crowed control abilities, have almost the best DPR, have the most AC, have the most initiative, and am the best at doing social interactions or other skill checks. Also, I'm the healer. I have to willingly play dumb 90% of the time to let the other players have their moments.
One thing about it being OP is that it is a team based OP. The big stuff all benefits your allies, so it's easier to DM for than if it was just one person making a powerful character. I'm also surprised that you didn't mention Spiritual Weapon, since you can cast it on the turn that you use your Channel Divinity without the usual opportunity cost.
Well that's because it's not a good spell it scales terribly (every two levels) and has extremely low mobility 20ft as a bonus action to move it doesn't cut it because any creature can outpace it
This. It's extremely dog sh*t and laughable that OneDnD nerfed it. It should be a 1st level spell at best. No one is going to use this spell over bless for concentration.
Spiritual weapon does not need concentration. That's why it's so good. You get a bonus action attack with force damage. The mobility and slow scaling keeps it in check to be too useful. Once you have a 22 AC forge cleric on your team with spirit guardians and spiritual weapons up, you will see what I mean.
it is so op that it can nicely step on the toes of other op builds. as a DM i really like it when the twilight cleric pops twilight sanctuary around the gloom stalker. it's almost like i don't *need* my drow to cast faerie fire at that point oh, who am i kidding, advantage on their sleepy dart shots and their giant spider friends to hit with entangle is always fun. especially against clerics in tin cans
5:44 The funniest thing about the 300 ft Darkvision is that it's a nerf compared to the UA version (which was "you have darkvision with no maximum range"). The UA version also let you share it, but only for 10 minutes.
Twilight Cleric is pretty powerful. Though I think Peace is one of the strongest level 1 dips. All the normal cleric goodness, but you also get Emboldening Bond. Between that, Guidance, and Bless - that's atleast a +2d4 to any roll in the game. For a one level dip that's very strong.
Great note on the dark vision: 1. Have a member who can get elevation above the party (mold earth, flight, shape water, tenser’s floating disk, standing on horseback…) 2. give them a bullseye lantern 3. Shine the light downward at an angle so that Only the enemy is lit up 4. Have fun. *note, a bit harder to do, but even better, have something other than a player hold the light, for example a magic hand, phantom helper, familiar if you dont use them in combat (you should conciser that tho), or again, most of the spells i mentioned earlier) A lot of DMs have bright light disable darkvision although this goes against RAW and RAI, but even without that this is pretty powerful and helps check for enemies past the initial group. Just make sure to aim correctly and set up an ambush attack Before lighting/uncovering the lantern.
Thank you for letting me know I’m gonna dominate in my next D&D session. Cause I’ve already made an Aasimar Twlight Cleric, and he’s ready to kick ass, and he’ll his parties asses, while also making them powerful as well.
Hey, Kobold; you should look at the Zeal Domain Cleric from the Amonket setting. That one is pretty crazy, too. It's like a fusion between Tempest and War Domain.
@@PackTacticsyeah that’s understandable. I imagine covering third party won’t give as many views on videos. It’s unfortunate but hey we gotta appease the algorithm. If you thought you’d get enough views on a third party review would you do it or is a personal/brand thing?
We are currently playing a campaign with a team of: Twilight cleric for temp hps, Ancients paladin for spell resistance, Ancestral barbarian for physical resistance, and Bladesinger wizard for shits and giggles, Dm snapped and it is a high fantasy campaign now
I really like See Invisibility. It is one of the spells you may end up not picking as a wizard or sorcerer, but then when you do fight an invisible enemy, you hate yourself. Twilight Cleric get it automatic, so does not even have to make such a choice.
Playing one in our OotA campaign and it's a blast! DM understands the strength and scales the encounters a bit to keep them interesting. Noticed I've been using moonbeam alot more than spirit guardians couse I want to be centered between our melee and casters so they all benefit from TS. Also it's cool to use a primarily druid spell as a cleric 🤣
I've had the same DM for about ten years now, Work party group, and we've gone on a lot of amazing adventures, they do not give us very many restrictions and our table is open to just about anything. The two things hands down that they will not allow at the table is the twilight cleric and the peace cleric. 😂
The idea of a full party that is just nocturnal sounds really fun to me. This class gets to be at its peak. You don't have to make excuses for the Owlin. Good idea I think.
Playing a twilight cleric now. My DM doesn't like to say no or ban anything. But, we did come to a compromise when making the character. Dark vision down to 120 feet. And, with Twilight Sanctuary, I can give 2D6 plus player level temp hit points to any creature inside the sanctuary at the end of my turn as a free action. Those are the two nerfs, i must say, it's still very powerful, the party has a lot more confidence going into combat then when I was playing my rougue in the same party.
In terms of the whole, Prone-Flight thing, I think one thing might be getting overlooked. The first line of Prone. Your only means of movement is to Crawl, and I'm not sure you can't really crawl around.... while floating in the air. As for the Twilight Sanctuary Replacing or Adding Dim light to a light condition, I'd about say neither as the brightest source of light would effectively beat out all others. Like for instance, trying to see how well a glow stick glows... while standing out in broad daylight. Now if you were in shadow or darkness then yeah, you could use the features dim light to fly with Step of Night, but then you could already fly while in that shadow/darkness without it. All that said though, I am starting to think of a potentially powerful multi-class build with the Twilight Cleric. Part of it involves taking the Way of Shadows Monk, being able to not only fly in darkness, but also teleport around in it or between pockets of shadow/darkness with Shadow Step. Maybe some Gloom-Stalker Ranger for Unbral Sight, making you invisible to those with Darkvision, though this may also include your party members, even those you shared your darkvision with.
i experimented with halfing the radius of the thp bubble and it really made playing twilight more fun and tactical. 15ft radius means you need to watch where you are standing to get the most out of it. still powerful, but far less broken.
For this subclass, I’d use the “Nyxborn” gift from Theros. Origin: I was rescued from the Underworld and took on supernatural characteristics when I returned to life. Quirk: Whenever my weapon strikes something, the weapon gives off a shower of starry sparks.
On prone flight, I personally have always ruled that magical flight makes you immune to the prone condition, while winged creatures still fall to the ground and take damage if an effect is supposed to prone them. And winged fliers choosing to go prone will fall harmlessly to the ground below them
As someone who is field testing this for Strahd… I’m glad I did because if I did any other cleric we would have dead party members. That being said despite the Temp HP and the spells it just barely (extremely so) protects people from their own stupidity lol. One hour of 300ft of dark vision is good but I find it coming up very niche and a hour is… limited. Regardless this is an extremely powerful class especially if you have a skilled party, you got that the team will be invincible. If you got a party like mine you will barely keep them alive no matter the health buffer lol. Honestly whole reason I chose this class this campaign is because in our last campaign I kept one shotting things by accident and I wanted them to have that spotlight this time. I enjoy this role, sit back and provide support while my friends get the glory I often felt I robbed them of in our previous campaign.
3:12 does it really say the illusory double is intangible? I suppose it couldn’t be destroyed outside magical means, such as Dispel Magic, but I don’t know if it could be considered completely intangible and able to go through walls.
It appears where you are standing - so either you, it, or both are intangible. Furthermore, its an Illusion, which are not physically there unless stated. Lastly, the spell doesn't state it is able to interact with anything. The only conclusion that can be made is that it doesn't interact with anything by itself.
Aura of Vitality is amazing for out of combat healing. Sure it doesn't scale, but stil you get 20d6 of healing that you can distribute. Now the optimizing is if you get extended spell to double it to 40d6... Currently playing a crossbow expert swords bard who has taken it (and guardian of nature) and plan to get meta magic adept on the next asi/feat...
We are currently playtesting the Twilight domain... Eyes of Night was the first nerf even before testing... I just made it grant 60ft darkvision to those that didn't have it or double existing ranges... We are still on the fence about the temp hp though... whereas base rules indicate temp hp expire on a long rest or at dawn (forget which) we are leaning toward 1 minute or 1 hour after the channel ends. In Descent into Avernus it really made quite a few encounters somewhat trivial.
I played as a Life domain cleric some years ago and now I'm playing as a Twilight domain (with minnor nerfs) and I can tell its stronger but I wouldn't considerate it broken in comparison, we changed a bit the CD (now the temp hp is lost in a short rest and we can only roll once when the combat ends). I think the biggest problem is that you are really strong without doing something special in my experience thare are 2-3 combos I typically use Easy fights: Round1 CD+ maybe spiritual weapon, Round2 Bless and that's it. you can even take the dodge action after that. Harder fights: Round1 CD+spiritual weapon, Round2 Spirit guardians+ spiritual weapon attack Round3-10 A cantrip or dodge + spiritual weapon attack. I think what makes the biggest difference is that your CD is so good and you get it back on a short rest that you'll save on spells.
@@mycatistypingthis5450that’s not a martial subclass tho. just casters getting free stuff hexblade is usually just ‘make paladins better’, 1 level dip edition
Tiny Hut, if I’m reading it correctly, has the potential to be absolutely busted. No magic can go in or out of the hut, no creature or object outside of the hut can come inside, and creatures or objects inside it can go out. Put up a Tiny Hut up with a bow user inside and you just get… pretty much invulnerability for combat. That does, of course, rely on you even casting it in time due to the 10 turn long casting time.
I love Twilight Cleric, not just because the features are good. I think that they are very nice as roleplaying characters. My present character is a Half-Orc Twilight Cleric, that protects merchant caravans on the travel nights.
Twilight goes well with Artificer Initiate feat. You get absorb elements in your spell list and Thorn whip, witch is an amazing cantrip for a spirit guardian caster. I rather that feat than a lunar sorcerer dip
If I were to maybe make Twilight more balanced, I would make the temp hp/ending condition effect only be usable up to twice your Wisdom modifier (min 2) so you can’t keep using it like crazy. The dim light effect can still be useful for your flight feature even when you run out of uses, but you spend another CD to regain those uses. Also make the darkvision range 120 feet instead cuz 300 feet is pretty abusable.
One of those over looked 4th level spells saved 2 of our party members lives. We (yes one of the dying characters was mine) were stuck under quicksand and were getting attacked by gricks the whole time. Our aarakocra twilight cleric flew over the pit and cast Aura of Life. We kept going down and popping right back up the next round.
Playing a twilight cleric warforged for my curse of strahd campaign was one of the best decisions I ever made. Rolled up Strahd Fucker 3000 and gave it a little galaxy lamp in its chest as treat for me.
quick question at 13:25: how is the Steading of Hill Giant Chief (G1) the 5th encounter of the day? That is a fight you need to have pretty close to full resources going into against 1,000+HP worth of giants (1,426 in AD&D, 5e would be 3,750 HP).
We cast a lot of control so they have a hard time moving and then place sickening radiance to microwave them and because they're dumb giants, ofc they're going to try to push through. The exhaustion or damage will kill them. We also laid down so their ranged attacks were made with disadvantage if they had range or we just go behind cover but overall, we wanted to keep that doorway.
I houseruled that because infrared wavelengths are longer, our eyes are too close together for good ranging beyond 150 feet, which doesn't explicitly give disadvantage, but it means you can't gain advantage no matter what other modifiers you stack on. This cuts down _somewhat_ on the fish-in-a-barrel syndrome. Also it doesn't _technically_ target the Twilight cleric at all, it's a nerf to Darkvision in general.. so it also addresses the worst aspects of the sharing problem. One Twilight sharing Darkvision cleric and a bunch of rangers with Sharpshooter make for a mighty fortress at night. It's slightly vulnerable to magical Darkness, but not really any more than any other keep-a-standoff-distance combat strategy.
I’m actually playing as a twilight cleric in a campaign. With the channel divinity and Aura of vitality. The advantage on initiative doesn’t help when allies roll low anyway.
For newer DMs: the way I handle getting knocked prone in water and magical flight is essentially the idea that they get spun around so violently that they lose orientation ( same rules apply). If you purposefully go prone in water or with magical flight, it has no effect. And as far as the banning topic, I have never banned anything. If you have a player that keeps exploiting a thing making everything too easy or not fun (for you or other players) you talk to that player. If they keep doing it and it is OP, foes are going to realize they are the tough one and they are going to get targeted far more often or look up how to manage any out of combat OPness. The DM community has tons of great ways to handle most things. What they are doing is very likely not new or special.
I have a Twilight cleric in my party ATM since it made sense for the character, and boy howdy did I need ro nerf it. We removed Heavy armor\martial wep proficiencies, nerfed to THP to 1d6 + half level, and instead of removing charm\fear it only allows a reroll on the save. And it still feels pretty strong.
i'm currently playing a warforged twilight cleric in a curse of strahd campaign and there's not many situations where i struggle unless i put myself in the front lines, which i often do cause i'm a tanky spelly boi. just like, spirit guardians, spiritual weapon, and twilight sanctuary, and boom we're invincible. takes 2-3 turns to set up but damn is it effective
Just started a leonin twilight cleric in a homebrew campaign. DM let me be a black panther type of leonin from the "Gloomwarden" tribe, known to be sentinels of the night... the flavor levels are off the charts and I'm so stoked to play it. Hoping to play a tanky, in-the-fray, support/utility sort of role. Any suggestions on how to play it well or feats would be welcome! Thanks for a great vid, earned my sub 🤘
I'd say as a dlc, Shadowheart is still a trickery domain but she cannot access twilight domain (even if you respec her) until she goes through her character arc and spares the Nightsong. Then you should be able to respec her into Twilight with Withers if you choose to.
Twilight is all I play and yes I can confirm they are one of the strongest classes in the game. Spiritual guardians, spiritual weapon with twilight sanctuary essentially makes me an unkillable frontline tank.
They're protectors who lead the fight against the terrors of the dark. The proficiencies make sense to me, and I like the theme as I interpret it. It's a shame the subclass is so OP.
They are part of the "melee clerics" about half are considered caster clerics who get only medium armor and before tashas I believe got cantrip boosts at lvl 7 vs melee clerics who get heavy armor and melee attack boost at lvl 7. It's almost completely arbitrary what is considered a caster vs melee cleric and now caster ones are strictly weaker because you can now swap your 7th level feature for the other one.
@@awesomemantroll1088 I don't think so. That's what heroes do, right? Twilight is just particularly well (too well) equipped for it. I'm not too hung up on niche protection. Wizards and Sorcerers are at least as close, thematically, as a Paladin and Twilight Cleric. I think there's room for all of them, even in the same party.
@PackTactics Also, the 2nd level Channel divinity uses an action to cast, however, doesn't require a reaction, bonus action, action, or even a free action on subsequent turns. It just happens every time someone ends their turn in the Aura. So it's not even limited to 1 creature per round.
Twilight cleric get heavy Armour pro. Not just medium *nevermind he caught this later on* Twilight sanctuary is like having free cure wounds on your party memebers turn, you could also bonus action healing word and get a few hits in as well
This is a re upload because the algorithm doesn't want to pick up the original for some reason. It thinks its several days old. Sorry about that.
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Happy to watch it a second time
I literally just got and watched the original lol
So TH-cam started hiding things from my subscriptions tab now? Amazing. Didn't receive the old video.
Im watch again
I saw that the original had way less views than average. I'll happily watch it again to please the algorithm gods
Wizards of the Coast wanted to make a domain of cleric that ensures nobody says "better than Twilight"
Peace Domain is better tho
Lol
@@MinnowTF double bless is nice. Negating charm and fear and being a constant healing source is nicer. Also peace domain is full of boring conditions: their double bless effect should work like Twilight Sanctuary, not having you check out of each receiver is in range of each other
@@Galf506 double bless is stronger than a proficiency bonus of +5, and you get it at level 1.
@@MinnowTFAs a dip, but Peace falls off at higher levels whereas Twilight only gets better due to Twilight Sanctuary.
"Shadowheart should of been a Twilight Cleric"
I'm pretty sure they wanted us to have some measure of difficulty possible when playing the game.
Beautiful thing about BG3 is that we can make our party anything we want them to be. I made Asterion a Gloomstalker/Fighter and he was so much more effective
Haha, mods go *bbbrrrr*
But yeah, there's a mod that adds Twilight to BG3 and it's just as busted there as they are in 5e.
I don't really think she fits the flavor of the Twilight Cleric at all, at least from the base flavor text prompts from Tasha's. Sure you have the freedom to make her whatever you want, but story wise...
@@curnott6051 except you can't use your flight in combination with twilight sanctuary :/
@@SuperFizzah Considering which kind of (busted) features this class has, basically mixing the illusionism of Trickery with the support of Life Domain, I'd say that Twilight would be perfect for a character that worships BOTH Shar and Selune as two parts of a greater equilibrium.
Come to think of it, maybe Baldur's Gate 3 should be the only place where this is allowed. Maybe Tavern Brawler, Swords Bard with the double ranged Flourish, or bugged Vengeance Paladin just deciding they have advantage on all attack rolls are on par with this. Maybe.
Still can't believe they looked at the UA and said "You know this needs a little bit more insane broken stuff"
I'd like to be a fly on the wall for whatever conversation lead to the CD change.
"You know the domain that gives clerics the ability to fly over enemies in heavy armor, high enough to be out of any darkvision range but their own, while having fantastic spells? What if they could make their whole party unkillable?"
I’m honestly a little pissy they got rid of the Undying Light warlock but thought this was fine
They wanted good sales so they decided to sell a ridiculous class
Wanna hear funny UA stuff? In DMG, the warlock gets eldritch smite as an eldritch invocation. It's just divine smite, but force damage, but you get to knock large or smaller enemies prone.
In UA, GOO, Fiend, Hexblade, and Archfey get an eldritch invocation that essentially gives them a smite that scales 2d8 per spell level(normal smite is 1d6 + spell level x d6), that has bonus effects ranging from reducing speed to 0, knocking huge or smaller enemies prone, and having advantage against lycanthropes. Additionally, the wording of the Invocation implies that instead of being once per action like Eldritch Smite is, it can be activated once per HIT. With another eldritch invocation(literally just extra attack), you can deal up to 6d6 + 20d8 extra damage to an enemy while burning 3 spell slots, in addition to 2 weapon attacks(luckily the UA smites are locked to a specific weapon, so no dual wielding shenanigans).
This, unfortunately for the warlock players, did not get added to base DND. Unfortunate.
@@Discount_Jesus Undying Light got reflavored into Celestial I think.
Twilight Cleric's so powerful it can even make Monks amazing. Shadow Monk 6/Twilight Cleric 2 can give itself a full minute of free Misty Steps that also gives them advantage on their next attack that turn. Shadow 6/Twilight 6 can also do that while also flying. And since Twilight 6 grants flying equal to walking speed, the more you invest in Monk the more powerful it becomes.
Throw Twilight 6 on a Gunk build and by level 12 you're flying around the battlefield at 45 feet per round blasting enemies with a musket that ignores non-magical piercing resistance (with advantage if it's dark and you are outside their darkvision range but they are within yours).
Lol, that gunk is borderline a gundam
My DMs have always ruled that Prone only imposes disadvantage if laying flat would reasonably make you harder to hit. If you are above or below someone who goes prone they not only have given you a larger surface area to hit but they've reduced their mobility.
Also as someone playing one right now who has a DM that rules Twilight Sanctuary does not override dim light, you are right that it's easy to get it anyway. I only need a single spot of dim light/darkness to get the flight. I've literally just jumped into a bush or stood in the shade of a tree to get my flight.
Read Ender's game. There's a whole discussion of exactly this issue. Bottom line, prone while flying SHOULD give you advantage but ONLY in a specific arc/orientation.
@@isaacthekfuuuuuuck thank you for connecting this to Ender’s Game lmao memories flooding back! I re-read it like 6 times in different parts of my life, and this may have sparked a new re-read.
If only Orson Scott Card didn’t fall off the deep end tho lmao
DM: "Twilight sanctuary adds to the light, it doesn't replace it with dim light".
Me: *slowly raises shield over head*
That's an insanely stupid ruling. How will a Twilight Cleric protect you from harsh sunlight without their sanctuary actually blocking it? It clearly goes against the theme of the class.
In that case then standing up straight while flying should give them disadvantage cuz they have a smaller target to hit. I’m gonna make this work for me either way. 😂
Didn't they say they made it strong because they feared no one would find the Twilight Domain interesting from a flavor perspective & not play it? How ironic since many tables and players just refuse to use it for how absurdly powerful it is. Tasha's gets a bad reputation for powercreep, and the Clerics are a BIIIIIIG reason why.
Twilight always been a fun theme I've played with glad to see a strong version
Im playing a twilight domain cleric warforged who is basically a database for the knowledge of the cosmos that they know at the moment. I thought the concept was neat and didnt really pay attention to the abilities at later levels… or at second level. Whoopsies
@@ShyGuyLord1908 it's cool what matters is if the groups having fun
I like this subclass because it allows me to play a STR Cleric instead of DEX (heavy armor), and because it has a theme of protectiveness with actual functional protective features. You no longer have to spec as much into aggressive spells to be effective. I still don't think Twilight Sanctuary does _that_ much against enemies that focus fire, as smart enemies should. It's great against fear and charm effects, but many of those are unfun when used against players anyway, especially things like Hypnotic Pattern that just disable you entirely. Having Tiny Hut means the Wizard doesn't need to take that spell, if you even have a Wizard. If anything, I think maybe the darkvision feature is overpowered.
That being said, I haven't properly tried this subclass in an actual fight yet, so maybe I'm overlooking how powerful Twilight Sanctuary actually is in practice, just because in theory it only neutralizes about one hit per round if and when enemies are focus firing. Like maybe it's easier than I realize, to force enemies to _not_ focus on just one target. Or that one hit per round is more significant than I realize. Or maybe the effect on enemy AoE's is more significant than I realize.
Well, several things in Tashas are bat shlt crazy ... either WotC gave up playtesting, or its a feature to sell more books for piwergamers ...
The campaign I'm playing in has a twilight cleric. She's been the best support caster, so my Forge Cleric can run Frontline fighting. I love the twilight cleric so much.
Love when two clerics fill entirely different roles especially because that flexibility is insane, I thought about playing a twilight domain for my groups out of the abyss run but I ended up going with peace instead, we also have a forge cleric in the party and as the only two support casters I can tell that the flow of combat encounters will be very interesting depending on how we decide to play especially once our wizard joins
I rolled high wisdom and con and played a Damphir twilight cleric in Strahd, it was an absolute blast. At level 1 or 2 I stood in a 5 foot hallway with sanctuary and a dodge action, untouchable by ghouls while my party cantripped and halberded them to pieces.
One thing you forgot about Faerie Fire is that it is excellent to burn legendary resistances!
The DM can decide whether resisting it or not is worth. If both sides powergame, the DM can decide to hold onto legendary resistances for a better save or suck spell. Faerie Fire also has concentration, so no pre-combat buffing.
@synckar6380, Of course, the DM can decide to burn a legendary resistance or not, but because of the effect of Faerie Fire, the GM is incentivized to use a legendary resistance, at least compared to any other 1st level spell. Giving everyone advantage on the BBEG is quite a buff to the party, which will increase the total DPR output of the party quite considerably, assuming they have people who need to hit the boss.
I also disagree with no pre-combat buffing. You are certainly more limited, but you still have spells available, like Gift of Alacrity, False Life or Aid, which are buffs that are non-concentration spells.
This also ignores the fact that other party members could cast the buff spells instead of the person who will cast Faerie Fire.
This video is so validating. I'm a first-time DM running a campaign for a small group, and one is a twilight cleric. The cleric's player is lovely and doesn't intentionally steal the show or play to optimize, but there have been a few times when they've just, by default, become a one-man band while the other two have struggled. They can tank AND heal AND do significant damage. I've been throwing magical items at the other two to try to help them catch up, because I'm less concerned about balance vs NPCs than I am about the other players feeling underpowered by comparison. I wish I'd known about the balance issue going in: I absolutely would not have banned twilight cleric (it actually fits the campaign themes extremely well and I'm not into banning anything unless it's particularly extreme), but I probably could have done more to offset that imbalance within the party up-front rather than having to come up with more tools for them later.
I would add: all those times where Kobold says a particular spell is useless if there is a wizard in the party? That hasn't been my experience, because now my wizard can happily take other spells and the party as a whole can spread out their utility and damage output to cover as many bases as possible. A magically-inclined party that is aware of each other's strengths so they limit overlap is actually quite powerful.
Yes thank you! It's really a blessing when a party splits up support and utility responsibilities! Coming from a current wizard in a party with four non-magic-using martials lol
I’m glad I’m not the only one who thinks Shadowheart should have been a twilight cleric, I’ve said this since EA
I think BG3 could only use content from the players handbook
Who are the deities of Twilight clerics?
@@cmccbuilds8229selune is one of them
@@thearbiterofnoodlesmost of it yea, but not limited to, we have gloom stalker
@@cmccbuilds8229 Selune is one. Therefore Shar is not
As a forever DM I got to play this class once. I loved it. It was so thematic and had so much flexibility that I noticed it wasn't a pigeonholed class, and I also realised it had flexibility of options which meant I never spammed the same action like other classes or optimisations bring.
Twilight cleric is my favorite thing to bring to tables with strangers. They can't mess up anything you're doing and you get to make them feel invincible.
Twighlight shroud is also the only way to have cover against a fireball because there are no corners for it to go around!
Edit: one of a few ways
Artifice can do it too
psychic subclass on the fighter also has this as a capstone
@@Razdasoldier how?
@astrogamer927 Artillerist capstone:
"You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits."
@@Razdasoldier ahh, ok, ty.
Watching this again because 1 it's a great video and 2 to help boost it in the algorithm (commenting and liking to help too)
Not to mention, you get a guaranteed surprise round. You don't even need to roll for stealth. Under Surprise rules in the PHB, p. 189, "Any character or monster that doesn't notice a threat is surprised at the start of the encounter."
I didn't realize just how strong Twilight Cleric was until I started playing one. Some of the scrapes it got us through were beyond lethal. The great thing about it though is that it's not OP in the way that many meta builds are where they steal the spotlight. Twilight Cleric is a huge supporting presence, but it creates opportunity for the other players to shine. Sure, eventually you can get Spirit Guardians and things going where you'll mop up some fights unless you're unlucky, but blunting the enemy's damage to almost nothing in tier 1, and eating up chip damage at all tiers, is incredible from both turn-to-turn tactical and daily resource perspectives. The advantage on initiative is also absolutely incredible. Being able to get Twilight Sanctuary cast before any enemies attack means allies with turns before the enemy are getting temp HP up before damage happens, often negating much or all of it.
I rationalize “prone in the air” as angling yourself to vastly reduce your silhouette at range.
But I’d probably in session 0 ask everyone “okay, would you rather be able to go prone in the air, _but monsters can do it too_ and it work RAW” _or_ “You can go prone in the air but it gives you disadvantage too as you’re angling yourself away from your enemy” _or_ “You can’t go prone mid air.”
I think I’d prefer 2 or 3.
Prone RAW already gives the creature going prone disadvantage on all attack rolls. Unless the Twilight Cleric is just spamming save or suck spells they're also needing their own attack output.
Congrats on three years, keep up the great content
Thank you! It's not the channel's bday yet. It's in February.
Currently playing an unwilling Great Old One Warlock (he was supposed to be an offering by a cult but saved by the rest of the party but it was too late and a link was established. Long story short, the Old One is not ready to awaken and charged the party to stop the cult) Each level his Patron is forcing more power onto him, slowly making him more paranoid/"unstable". Var. Human took observant feat and has 16 Wis & CHR. At level 4, we decided to take a level of twilight cleric, as he is now acting as a cleric for this old one and the latest influx of power is causing him not to sleep anymore (via the Eldritch Invocation Aspect of the Moon).
RAW does have one thing that implies hovering creatures can't be prone. Monsters with a hover speed are listed as being immune to prone, suggesting they can't be prone. Obviously, that's the monster manual so some may argue it doesn't apply to players, but it does confirm the designers' intent on this interaction.
Great video! I put a comment on the old version so I'll copy it here. A combo with twilight sanctuary that I don't see brought up very often is with summoning spells like conjure animals and animate dead, which makes twilight cleric even stronger in a party with something like a druid or a necromancy wizard. By affecting more creatures with twilight sanctuary, you effectively get more benefit from it. You can even use it at the beginning of the adventuring day to get temporary hitpoints on everyone, then take a short rest to get the channel divinity back. I've been playing a few twilight clerics recently and they are really fun (but also very op lol).
The only time overpowered matters is if the players aren’t having fun
Or if the DM isn't having fun.
Twilight Domain creates a situation it which it is very difficult to meaningfully challenge the party. Tables and tastes vary, but that's very un-fun from both sides, in my opinion.
It's a shame, since I like the concept of the Twilight Cleric as I interpret it: one who protects and leads the fight against the terrors in the dark.
@@elementzero3379 Oh it's way worse than that.
The permanent continuous regeneration creates a situation where the only way the DM can increase the danger of situations is by buffing enemies to a point where they can't be outhealed.
And this works until the cleric is downed or stunned or smacked away from the 30 foot radius. Then the wizard gets one shotted and the bard KO'd in the same round.
This subclass breaks the game in the worst way: it makes the mechanics in every other system malfunction.
I ran a campaign with a twilight cleric, gloomstalker Ranger/battlemaster fighter, Hexblade Warlock/Vengeance Paladin, and Divination wizard/arcane trickster Rogue. Combat was an absolute nightmare for me because nothing seemed to challenge them, but they loved it like that. Then I learned to have combat be more intricate than just smack the bad guy til they die, and we had a lot of fun and sometimes combat was easy and sometimes it wasn't. Combat doesn't have to be hard or deadly with super high CR creatures to be fun
An overpowered class or subclass can also kill the fun at a table if the character take to much spotlight away from the rest of the team. I play an Hexblade Swordbard Aaracokra at my table, where the only other "sort-of optimized" character is a greatweapon master totem barbarian. I have the best mobility, have the best crowed control abilities, have almost the best DPR, have the most AC, have the most initiative, and am the best at doing social interactions or other skill checks. Also, I'm the healer. I have to willingly play dumb 90% of the time to let the other players have their moments.
@@elementzero3379id consider the dm a player as well
One thing about it being OP is that it is a team based OP. The big stuff all benefits your allies, so it's easier to DM for than if it was just one person making a powerful character. I'm also surprised that you didn't mention Spiritual Weapon, since you can cast it on the turn that you use your Channel Divinity without the usual opportunity cost.
Well that's because it's not a good spell it scales terribly (every two levels) and has extremely low mobility 20ft as a bonus action to move it doesn't cut it because any creature can outpace it
This. It's extremely dog sh*t and laughable that OneDnD nerfed it. It should be a 1st level spell at best.
No one is going to use this spell over bless for concentration.
Spiritual weapon does not need concentration. That's why it's so good. You get a bonus action attack with force damage. The mobility and slow scaling keeps it in check to be too useful.
Once you have a 22 AC forge cleric on your team with spirit guardians and spiritual weapons up, you will see what I mean.
PackTactics already did a vid (or a short or whatever) on Spiritual Weapon and bashed it pretty hard tbh
I'm with Gator: "Yay, cake!"
You are not wasting my time. I friggin love your content
Thank you for respecting our time! I enjoy how entertaining, concise, and informative your content is!
it is so op that it can nicely step on the toes of other op builds. as a DM i really like it when the twilight cleric pops twilight sanctuary around the gloom stalker. it's almost like i don't *need* my drow to cast faerie fire at that point
oh, who am i kidding, advantage on their sleepy dart shots and their giant spider friends to hit with entangle is always fun. especially against clerics in tin cans
I really like that you value my time. Also I love both your characters. Very cute dudes. They just make me smile. :)
5:44 The funniest thing about the 300 ft Darkvision is that it's a nerf compared to the UA version (which was "you have darkvision with no maximum range"). The UA version also let you share it, but only for 10 minutes.
oh wow, i didn't know i'd been a subscriber since your first vid... i had assumed you were an established channel when i saw sleep
Twilight Cleric is pretty powerful. Though I think Peace is one of the strongest level 1 dips.
All the normal cleric goodness, but you also get Emboldening Bond. Between that, Guidance, and Bless - that's atleast a +2d4 to any roll in the game. For a one level dip that's very strong.
Just casually giving the best Paladin aura to a Cleric at level 2.
Gator giving us his words of wisdom at the end. X3
Great note on the dark vision:
1. Have a member who can get elevation above the party (mold earth, flight, shape water, tenser’s floating disk, standing on horseback…)
2. give them a bullseye lantern
3. Shine the light downward at an angle so that Only the enemy is lit up
4. Have fun.
*note, a bit harder to do, but even better, have something other than a player hold the light, for example a magic hand, phantom helper, familiar if you dont use them in combat (you should conciser that tho), or again, most of the spells i mentioned earlier)
A lot of DMs have bright light disable darkvision although this goes against RAW and RAI, but even without that this is pretty powerful and helps check for enemies past the initial group. Just make sure to aim correctly and set up an ambush attack Before lighting/uncovering the lantern.
Thank you for letting me know I’m gonna dominate in my next D&D session. Cause I’ve already made an Aasimar Twlight Cleric, and he’s ready to kick ass, and he’ll his parties asses, while also making them powerful as well.
Hey, Kobold; you should look at the Zeal Domain Cleric from the Amonket setting. That one is pretty crazy, too. It's like a fusion between Tempest and War Domain.
I only really cover official. Sorry.
@@PackTacticsyeah that’s understandable. I imagine covering third party won’t give as many views on videos. It’s unfortunate but hey we gotta appease the algorithm. If you thought you’d get enough views on a third party review would you do it or is a personal/brand thing?
@@PackTacticsBased
We are currently playing a campaign with a team of: Twilight cleric for temp hps, Ancients paladin for spell resistance, Ancestral barbarian for physical resistance, and Bladesinger wizard for shits and giggles, Dm snapped and it is a high fantasy campaign now
I really like See Invisibility. It is one of the spells you may end up not picking as a wizard or sorcerer, but then when you do fight an invisible enemy, you hate yourself. Twilight Cleric get it automatic, so does not even have to make such a choice.
Playing one in our OotA campaign and it's a blast!
DM understands the strength and scales the encounters a bit to keep them interesting.
Noticed I've been using moonbeam alot more than spirit guardians couse I want to be centered between our melee and casters so they all benefit from TS.
Also it's cool to use a primarily druid spell as a cleric 🤣
Yeah! It's insanely good make a multiclass with a circle of stars druid and you're a healbot that can also do considerable damage
I've had the same DM for about ten years now, Work party group, and we've gone on a lot of amazing adventures, they do not give us very many restrictions and our table is open to just about anything. The two things hands down that they will not allow at the table is the twilight cleric and the peace cleric. 😂
The idea of a full party that is just nocturnal sounds really fun to me. This class gets to be at its peak. You don't have to make excuses for the Owlin. Good idea I think.
Playing a twilight cleric now. My DM doesn't like to say no or ban anything. But, we did come to a compromise when making the character. Dark vision down to 120 feet. And, with Twilight Sanctuary, I can give 2D6 plus player level temp hit points to any creature inside the sanctuary at the end of my turn as a free action.
Those are the two nerfs, i must say, it's still very powerful, the party has a lot more confidence going into combat then when I was playing my rougue in the same party.
I think that's a fair compromise. Only shielding one creature per turn is strong enough as is.
I got so confused when i heared "smear" instead of sphere. Lmao. Awesome video.
In terms of the whole, Prone-Flight thing, I think one thing might be getting overlooked. The first line of Prone. Your only means of movement is to Crawl, and I'm not sure you can't really crawl around.... while floating in the air.
As for the Twilight Sanctuary Replacing or Adding Dim light to a light condition, I'd about say neither as the brightest source of light would effectively beat out all others. Like for instance, trying to see how well a glow stick glows... while standing out in broad daylight. Now if you were in shadow or darkness then yeah, you could use the features dim light to fly with Step of Night, but then you could already fly while in that shadow/darkness without it.
All that said though, I am starting to think of a potentially powerful multi-class build with the Twilight Cleric. Part of it involves taking the Way of Shadows Monk, being able to not only fly in darkness, but also teleport around in it or between pockets of shadow/darkness with Shadow Step. Maybe some Gloom-Stalker Ranger for Unbral Sight, making you invisible to those with Darkvision, though this may also include your party members, even those you shared your darkvision with.
i experimented with halfing the radius of the thp bubble and it really made playing twilight more fun and tactical. 15ft radius means you need to watch where you are standing to get the most out of it.
still powerful, but far less broken.
For this subclass, I’d use the “Nyxborn” gift from Theros.
Origin: I was rescued from the Underworld and took on supernatural characteristics when I returned to life.
Quirk: Whenever my weapon strikes something, the weapon gives off a shower of starry sparks.
Great video!
Shadowheart as a twilight cleric would've been perfect ❤️ Greater invisibility is my favorite spell
On prone flight, I personally have always ruled that magical flight makes you immune to the prone condition, while winged creatures still fall to the ground and take damage if an effect is supposed to prone them. And winged fliers choosing to go prone will fall harmlessly to the ground below them
As someone who is field testing this for Strahd… I’m glad I did because if I did any other cleric we would have dead party members. That being said despite the Temp HP and the spells it just barely (extremely so) protects people from their own stupidity lol.
One hour of 300ft of dark vision is good but I find it coming up very niche and a hour is… limited.
Regardless this is an extremely powerful class especially if you have a skilled party, you got that the team will be invincible. If you got a party like mine you will barely keep them alive no matter the health buffer lol.
Honestly whole reason I chose this class this campaign is because in our last campaign I kept one shotting things by accident and I wanted them to have that spotlight this time. I enjoy this role, sit back and provide support while my friends get the glory I often felt I robbed them of in our previous campaign.
3:12 does it really say the illusory double is intangible?
I suppose it couldn’t be destroyed outside magical means, such as Dispel Magic, but I don’t know if it could be considered completely intangible and able to go through walls.
It appears where you are standing - so either you, it, or both are intangible. Furthermore, its an Illusion, which are not physically there unless stated. Lastly, the spell doesn't state it is able to interact with anything. The only conclusion that can be made is that it doesn't interact with anything by itself.
Aura of Vitality is amazing for out of combat healing. Sure it doesn't scale, but stil you get 20d6 of healing that you can distribute.
Now the optimizing is if you get extended spell to double it to 40d6... Currently playing a crossbow expert swords bard who has taken it (and guardian of nature) and plan to get meta magic adept on the next asi/feat...
Aura of vitality for full caster is just bonkers. It has the same issue as Healing spirit, which got Healing spirit nerfed in an errata.
We are currently playtesting the Twilight domain... Eyes of Night was the first nerf even before testing... I just made it grant 60ft darkvision to those that didn't have it or double existing ranges... We are still on the fence about the temp hp though... whereas base rules indicate temp hp expire on a long rest or at dawn (forget which) we are leaning toward 1 minute or 1 hour after the channel ends. In Descent into Avernus it really made quite a few encounters somewhat trivial.
I played as a Life domain cleric some years ago and now I'm playing as a Twilight domain (with minnor nerfs) and I can tell its stronger but I wouldn't considerate it broken in comparison, we changed a bit the CD (now the temp hp is lost in a short rest and we can only roll once when the combat ends). I think the biggest problem is that you are really strong without doing something special in my experience thare are 2-3 combos I typically use
Easy fights: Round1 CD+ maybe spiritual weapon, Round2 Bless and that's it. you can even take the dodge action after that.
Harder fights: Round1 CD+spiritual weapon, Round2 Spirit guardians+ spiritual weapon attack Round3-10 A cantrip or dodge + spiritual weapon attack.
I think what makes the biggest difference is that your CD is so good and you get it back on a short rest that you'll save on spells.
That domain power is fantastic.
One of my favorite characters was a College of Theurgy Wizard using the Twilight domain. My DM approved of it.
Hey, maybe some time, we'll get a single martial subclass with abilities this strong.
There is Hexblade, that is a subclass that makes a caster into a martial, or was that not what you wanted?
@@mycatistypingthis5450that’s not a martial subclass tho. just casters getting free stuff
hexblade is usually just ‘make paladins better’, 1 level dip edition
@@Barely_Edited it was sarcasm, I hate it quite a bit.
@@mycatistypingthis5450 oh, yes, I love it as much as pf1e monk and paladin level dips. (I do not love it)
Tiny Hut, if I’m reading it correctly, has the potential to be absolutely busted. No magic can go in or out of the hut, no creature or object outside of the hut can come inside, and creatures or objects inside it can go out. Put up a Tiny Hut up with a bow user inside and you just get… pretty much invulnerability for combat. That does, of course, rely on you even casting it in time due to the 10 turn long casting time.
@13:57 - "They came to role play" -- I came to stack dead orcs like chord wood; so long as that counts, then by gum I came to role play!
twilight gets heavy armor and martial weapons, plus twilight can also cast tiny hut as a ritual.
Always played the Steps of Night as needing to be in dim light (or darker) for the flight to work, not just activate...
The more you know lol
I made a twilight domain gloom stalker in one of the campaigns I was in. Was very fun but insane build
I love Twilight Cleric, not just because the features are good. I think that they are very nice as roleplaying characters. My present character is a Half-Orc Twilight Cleric, that protects merchant caravans on the travel nights.
Twilight goes well with Artificer Initiate feat. You get absorb elements in your spell list and Thorn whip, witch is an amazing cantrip for a spirit guardian caster. I rather that feat than a lunar sorcerer dip
If I were to maybe make Twilight more balanced, I would make the temp hp/ending condition effect only be usable up to twice your Wisdom modifier (min 2) so you can’t keep using it like crazy. The dim light effect can still be useful for your flight feature even when you run out of uses, but you spend another CD to regain those uses.
Also make the darkvision range 120 feet instead cuz 300 feet is pretty abusable.
2:05 Can someone explain to me how faerie fire is worse than bless? Advantage is on average twice as powerful as adding a d4. Am I missing something?
Yes. With Faerie Fire, there's a chance the enemies save against it, leaving the slot wasted. Bless doesn't care about that, it just works on demand.
One of those over looked 4th level spells saved 2 of our party members lives. We (yes one of the dying characters was mine) were stuck under quicksand and were getting attacked by gricks the whole time. Our aarakocra twilight cleric flew over the pit and cast Aura of Life. We kept going down and popping right back up the next round.
I played one in a campaign. It was so good. Like every aspect.
This is probably the best explanation I've heard for why the 300 ft dark vision is strong, still don't think its as good as some tell me it is
Playing a twilight cleric warforged for my curse of strahd campaign was one of the best decisions I ever made. Rolled up Strahd Fucker 3000 and gave it a little galaxy lamp in its chest as treat for me.
Martial Weapons too. I love this build.
Ally Beardsley's charcater, Kristen Applebees, is a Twilight Cleric in Fantasy High Junior Year. I look forward to the absolute shenanigans.
Yay it’s my birthday too
quick question at 13:25: how is the Steading of Hill Giant Chief (G1) the 5th encounter of the day? That is a fight you need to have pretty close to full resources going into against 1,000+HP worth of giants (1,426 in AD&D, 5e would be 3,750 HP).
We cast a lot of control so they have a hard time moving and then place sickening radiance to microwave them and because they're dumb giants, ofc they're going to try to push through. The exhaustion or damage will kill them. We also laid down so their ranged attacks were made with disadvantage if they had range or we just go behind cover but overall, we wanted to keep that doorway.
Gator joy is never a waste of time
I houseruled that because infrared wavelengths are longer, our eyes are too close together for good ranging beyond 150 feet, which doesn't explicitly give disadvantage, but it means you can't gain advantage no matter what other modifiers you stack on. This cuts down _somewhat_ on the fish-in-a-barrel syndrome. Also it doesn't _technically_ target the Twilight cleric at all, it's a nerf to Darkvision in general.. so it also addresses the worst aspects of the sharing problem.
One Twilight sharing Darkvision cleric and a bunch of rangers with Sharpshooter make for a mighty fortress at night. It's slightly vulnerable to magical Darkness, but not really any more than any other keep-a-standoff-distance combat strategy.
I’m actually playing as a twilight cleric in a campaign. With the channel divinity and Aura of vitality. The advantage on initiative doesn’t help when allies roll low anyway.
For newer DMs: the way I handle getting knocked prone in water and magical flight is essentially the idea that they get spun around so violently that they lose orientation ( same rules apply). If you purposefully go prone in water or with magical flight, it has no effect.
And as far as the banning topic, I have never banned anything. If you have a player that keeps exploiting a thing making everything too easy or not fun (for you or other players) you talk to that player. If they keep doing it and it is OP, foes are going to realize they are the tough one and they are going to get targeted far more often or look up how to manage any out of combat OPness. The DM community has tons of great ways to handle most things. What they are doing is very likely not new or special.
I love how the original twilight was darkvision as far as you could see during the day
Moonbeam can go through walls and doesn't require line of sight. It's a great spell
Moonbeam is great again werewolves too. Ravenloft is excellent.
What a coincidence I Just stared playing a twilight cleric a few days ago for a level 5 oneshot :D
I have a Twilight cleric in my party ATM since it made sense for the character, and boy howdy did I need ro nerf it. We removed Heavy armor\martial wep proficiencies, nerfed to THP to 1d6 + half level, and instead of removing charm\fear it only allows a reroll on the save. And it still feels pretty strong.
Mislead was one of my favorite spells from BG1 and 2
as soon as i ran into a second twilight cleric player within two entirely different groups i knew something was up
i'm currently playing a warforged twilight cleric in a curse of strahd campaign and there's not many situations where i struggle unless i put myself in the front lines, which i often do cause i'm a tanky spelly boi. just like, spirit guardians, spiritual weapon, and twilight sanctuary, and boom we're invincible. takes 2-3 turns to set up but damn is it effective
12:50 are we getting this subclass analysis in the future? Would be interested to know what this is
I was like I've seen so many videos on twilight. Player but this one's only two hours old i'm willing to watch another one lol
Just started a leonin twilight cleric in a homebrew campaign. DM let me be a black panther type of leonin from the "Gloomwarden" tribe, known to be sentinels of the night... the flavor levels are off the charts and I'm so stoked to play it. Hoping to play a tanky, in-the-fray, support/utility sort of role. Any suggestions on how to play it well or feats would be welcome!
Thanks for a great vid, earned my sub 🤘
I'd say as a dlc, Shadowheart is still a trickery domain but she cannot access twilight domain (even if you respec her) until she goes through her character arc and spares the Nightsong. Then you should be able to respec her into Twilight with Withers if you choose to.
Twilight Cleric being an unlock for Shadowheart would be amazing in BG3!
BG3 has a slight hold on balance, let's not add a subclass that would look ovverpowered on d&d wiki.
Yes, yes it is and I love it
Twilight is all I play and yes I can confirm they are one of the strongest classes in the game. Spiritual guardians, spiritual weapon with twilight sanctuary essentially makes me an unkillable frontline tank.
Now, I want to use this subclass to solo a Tarrasque with conjure animals. I think it'd be pretty funny.
II have zero idea how heavy armour and martial weapon proficiency have any connection to the twilight
They're protectors who lead the fight against the terrors of the dark. The proficiencies make sense to me, and I like the theme as I interpret it. It's a shame the subclass is so OP.
They are part of the "melee clerics" about half are considered caster clerics who get only medium armor and before tashas I believe got cantrip boosts at lvl 7 vs melee clerics who get heavy armor and melee attack boost at lvl 7. It's almost completely arbitrary what is considered a caster vs melee cleric and now caster ones are strictly weaker because you can now swap your 7th level feature for the other one.
@@elementzero3379That steps on the paladin's toes a little, doesn't it? To "fight against the terrors of the dark"?
@@awesomemantroll1088 I don't think so. That's what heroes do, right? Twilight is just particularly well (too well) equipped for it.
I'm not too hung up on niche protection. Wizards and Sorcerers are at least as close, thematically, as a Paladin and Twilight Cleric. I think there's room for all of them, even in the same party.
@PackTactics Also, the 2nd level Channel divinity uses an action to cast, however, doesn't require a reaction, bonus action, action, or even a free action on subsequent turns. It just happens every time someone ends their turn in the Aura. So it's not even limited to 1 creature per round.
Happy Birthday to all of you who gain another year today🎉
Twilight cleric get heavy Armour pro. Not just medium *nevermind he caught this later on*
Twilight sanctuary is like having free cure wounds on your party memebers turn, you could also bonus action healing word and get a few hits in as well