I was wanting to see what races folks here might suggest for a frontline Twilight Cleric build. I'm particularly interested in what the "new" races from Monsters of the Multiverse have to offer, especially the aasimar, shifter, and the planar elves.
I'm currently playing a Tortle Twilight Cleric, and it's super fun. They have a natural shell armor class so don't need armor, and if things get really bad, they can duck into their shell for cover!
Goblins are always an awesome choice. Anything without darkvision is going to be a good fit for a Twilight Cleric since you get the best darkvision in the game.
I played a dex based twilight cleric in a rolled for stats game, went with Lizardfolk. It was a fun character. Fought with a whip, got warcaster. It was brutal to wade into enemies with spirit guardians rolling and enemies that tried to flee either got bit or whip opportunity attacks that could be converted into spells instead. The Lizardfolks natural armor and natural bite attacks came in super handy. Having a bonus action bite attack was sometimes useful. And, of course, making my own shields out of the corpses of my enemies. Metal.
The free temp HP is substantial enough to not have to worry so hard about the highest ac in the world. But the natural ac of 13+dex+Shield is decent anyway. And you don't look heavily armored while you're at it, which makes you into a pseudo-tank. Enemies see you buffing everyone and keeping them alive, so come to focus you, but you're actually trickier to take down than you look and while there your guardians are wrecking them and slowing them. Then when they realize the mistake and go to run, blam, warcaster.
Other races that work well: V.Human is always a solid choice. Feats are always good. You have martial weapon proficiency you could even build out into like a more martial build. One of those canteip races, like High Elves, could get you Booming Blade. That'd be a crazy good addition to the twilight cleric. Greenflame blade would be good too, and probably more thematic...but booming would be the chef's kiss. Tortle is good if you wanna just dump both str and dex both. Just wis and con to the max. Have a 19 AC out the gate. Shadar Kai or Changling are my votes for most thematic. And, Thri Kreen for most horrifying. Telepathic bug man who camouflages and controls the light and darkness... that's straight from horror stories.
Now, hear me out. You get a 40 movement speed. That allows you to be a more mobile buff/healer/overhealer, especially with your Channel Divinity. Also, due to your equine frame, a lot of DMs will likely be fine with you counting as a proper mount (especially if the person riding on your lower back is a small creature). This pairs game-breakingly well with Steps of Night, which grants you a magical flight speed equal to your walking speed (which, again, is 40). Of course, due to the lack of restrictions beyond dim light or darkness, this feature doesn't exactly say that an ally can't join you for the ride as well. As such, by going Centaur, you're effectively giving two people a 40-foot flight speed, instead of just yourself. Bonus points if your teammate's a Rogue and/or a classic Kobold, as Pack Tactics + Sneak Attack + Vigilant Blessing + everything else Cleric can offer makes for a deadly combination, especially since said Kobold ally is always guaranteed to be within range of your Twilight Sanctuary.
This pairs game-breakingly well with Steps of Night
Anything that is game breaking is a terrible choice, playing an unbroken game is far more fun than playing a broken one.
Actually I don't actually think giving 2 players flight for 3 minutes a day at level 6 is broken (even if the DM allows you to use twilight sanctuary to use it in bright light). A number of races have unlimited flight and by level 6 a number of other features are a route to flight. If normally a suitable challenge by having an enemy spellcaster based on top of a tower to make melee attacks on him very hard and a group of power gaming munchkins have the rogue ride the centaur up towards the top of the tower in order to triavialise the combat the DM can always give the spellcaster repelling blast or thorn whip to give the rogue a chunck or fall damage (he was careful enough to prevent the party getting access to a ring of feather fall)
I hate however the players looking to break the game or give the DM as hard a time as possible D&D is a co-operative game not one that is competitive either to outshine the other players or try to prevent the DM from being able to provide a challenge.
Far more is broken with the twilight cleric than that combination. Twilight santuary in my opinion is the standout but I digress.
This pairs game-breakingly well with Steps of Night
Anything that is game breaking is a terrible choice, playing an unbroken game is far more fun than playing a broken one.
Actually I don't actually think giving 2 players flight for 3 minutes a day at level 6 is broken (even if the DM allows you to use twilight sanctuary to use it in bright light). A number of races have unlimited flight and by level 6 a number of other features are a route to flight. If normally a suitable challenge by having an enemy spellcaster based on top of a tower to make melee attacks on him very hard and a group of power gaming munchkins have the rogue ride the centaur up towards the top of the tower in order to triavialise the combat the DM can always give the spellcaster repelling blast or thorn whip to give the rogue a chunck or fall damage (he was careful enough to prevent the party getting access to a ring of feather fall)
I hate however the players looking to break the game or give the DM as hard a time as possible D&D is a co-operative game not one that is competitive either to outshine the other players or try to prevent the DM from being able to provide a challenge.
Far more is broken with the twilight cleric than that combination. Twilight santuary in my opinion is the standout but I digress.
To be fair, when I said game-breaking, it was more in the proverbial sense (unless the DM counts flight in general as legitimately broken). While it's certainly a powerful tool to have in your toolbox, being a more mobile Spirit Guardians would probably be a bit more troublesome. Still, being able to grant one of your allies one of your racial benefits is definitely a plus.
I was wanting to see what races folks here might suggest for a frontline Twilight Cleric build. I'm particularly interested in what the "new" races from Monsters of the Multiverse have to offer, especially the aasimar, shifter, and the planar elves.
Any help would be appreciated.
Insert interesting signature here.
I recommend Drow. And convince your DM that for them twilight means dimming sunlight, AND bring a little light to their darkness.
I'm currently playing a Tortle Twilight Cleric, and it's super fun. They have a natural shell armor class so don't need armor, and if things get really bad, they can duck into their shell for cover!
Goblins are always an awesome choice. Anything without darkvision is going to be a good fit for a Twilight Cleric since you get the best darkvision in the game.
Agreed with most of the responses above, Drows, Goblins, or anything without dark vision.
I personally always like the creative aspects that can come from a Twilight Cleric and any sort of "standard' underdark race like Dwarves too.
If you're not trying to Min/Max a build then go wild with it and make something creative.
I played a dex based twilight cleric in a rolled for stats game, went with Lizardfolk. It was a fun character. Fought with a whip, got warcaster. It was brutal to wade into enemies with spirit guardians rolling and enemies that tried to flee either got bit or whip opportunity attacks that could be converted into spells instead. The Lizardfolks natural armor and natural bite attacks came in super handy. Having a bonus action bite attack was sometimes useful. And, of course, making my own shields out of the corpses of my enemies. Metal.
The free temp HP is substantial enough to not have to worry so hard about the highest ac in the world. But the natural ac of 13+dex+Shield is decent anyway. And you don't look heavily armored while you're at it, which makes you into a pseudo-tank. Enemies see you buffing everyone and keeping them alive, so come to focus you, but you're actually trickier to take down than you look and while there your guardians are wrecking them and slowing them. Then when they realize the mistake and go to run, blam, warcaster.
Other races that work well: V.Human is always a solid choice. Feats are always good. You have martial weapon proficiency you could even build out into like a more martial build. One of those canteip races, like High Elves, could get you Booming Blade. That'd be a crazy good addition to the twilight cleric. Greenflame blade would be good too, and probably more thematic...but booming would be the chef's kiss. Tortle is good if you wanna just dump both str and dex both. Just wis and con to the max. Have a 19 AC out the gate. Shadar Kai or Changling are my votes for most thematic. And, Thri Kreen for most horrifying. Telepathic bug man who camouflages and controls the light and darkness... that's straight from horror stories.
I got quotes!
Late post, but I think the Hobgoblin got some amazing Changes in Monster of the Multiverse, that are quite nice for Clerics.
As surprising as it may sound... Centaur.
Now, hear me out. You get a 40 movement speed. That allows you to be a more mobile buff/healer/overhealer, especially with your Channel Divinity. Also, due to your equine frame, a lot of DMs will likely be fine with you counting as a proper mount (especially if the person riding on your lower back is a small creature). This pairs game-breakingly well with Steps of Night, which grants you a magical flight speed equal to your walking speed (which, again, is 40). Of course, due to the lack of restrictions beyond dim light or darkness, this feature doesn't exactly say that an ally can't join you for the ride as well. As such, by going Centaur, you're effectively giving two people a 40-foot flight speed, instead of just yourself. Bonus points if your teammate's a Rogue and/or a classic Kobold, as Pack Tactics + Sneak Attack + Vigilant Blessing + everything else Cleric can offer makes for a deadly combination, especially since said Kobold ally is always guaranteed to be within range of your Twilight Sanctuary.
Anything that is game breaking is a terrible choice, playing an unbroken game is far more fun than playing a broken one.
Actually I don't actually think giving 2 players flight for 3 minutes a day at level 6 is broken (even if the DM allows you to use twilight sanctuary to use it in bright light). A number of races have unlimited flight and by level 6 a number of other features are a route to flight. If normally a suitable challenge by having an enemy spellcaster based on top of a tower to make melee attacks on him very hard and a group of power gaming munchkins have the rogue ride the centaur up towards the top of the tower in order to triavialise the combat the DM can always give the spellcaster repelling blast or thorn whip to give the rogue a chunck or fall damage (he was careful enough to prevent the party getting access to a ring of feather fall)
I hate however the players looking to break the game or give the DM as hard a time as possible D&D is a co-operative game not one that is competitive either to outshine the other players or try to prevent the DM from being able to provide a challenge.
Far more is broken with the twilight cleric than that combination. Twilight santuary in my opinion is the standout but I digress.
To be fair, when I said game-breaking, it was more in the proverbial sense (unless the DM counts flight in general as legitimately broken). While it's certainly a powerful tool to have in your toolbox, being a more mobile Spirit Guardians would probably be a bit more troublesome. Still, being able to grant one of your allies one of your racial benefits is definitely a plus.
A Harengon would to make sense because of the rabbit in the moon.
Owlin do to.
Always two maybe three