Hey, with Waterdeep Dragon Heist coming out in a few weeks, I've started coming up with ideas for my character for the AL campaign of it, and I thought a Trickery cleric would fit the theme of the adventure nicely. I've decided to play a Variant Human for this character, which means I get a free feat, and I'm not quite sure what to choose. I want something that works well mehanically for the character, but also fits thematically. The character is an Urchin background who grew up on the streets of Waterdeep as a pickpocket and worships Mask. Here are the feats I've considered:
Lucky- A solid choice for any character really, and does fit pretty well thematically
Magic Initiate- There's a lot of cool things to do with this feat, and I thought a couple spells like Minor Illusion, Friends, etc. might fit the character pretty well
Observant- +1 wisdom is good and gives me more room to put more in other stats, plus the boost to passive perception and the ability to read lips is pretty nice, fits the character okay but not great thematically
Prodigy- Great for skillmonkeying, expertise and some extra proficiencies are good on just about any character, fits decently thematically
Resilient (Con or Dex)- Again, +1 to a stat is good, proficiency with a save is good (particularly con for concentration), and does fit the character pretty well thematically
Skilled- Another one that's good on most characters, the more skills the better and does fit decently thematically
War Caster- Everything in the feat is great mechanically, advantage on concentration being the main selling point but the other features are quite good for the character as well, but doesn't fit that great thematically since the character isn't really a "battle mage" as the flavor text of the feat implies
Weapon Master- +1 to dex is good, and getting some weapon proficiencies would be pretty nice so I wouldn't have to stick to daggers and/or light crossbow, but I don't know if it would really fit the character since he would never have really had any weapon training
I noticed that no one has responded to this post since posted back in August but I thought I would put in my 2 bits:
Lucky- Nice touch for your character and is considered an overpowered feat by most (lucky you ;-) ), Fits your needs and character well.
Magic Initiate- Don't like it much, not much boost really because you already have plenty of options for spells, and may or may not fit your character well.
Observant- I like the overall here as it probably matches your character well and gives reasonable upside overall. +5 skill bumps are very nice.
Prodigy- Ok but not great
Resilient- Pretty good overall if you want to move in this direction. Generic enough to match character easily.
Skilled- Easy to match again but a little to much 'jack-of-all-trades master of none' for my taste.
War Caster- At low levels not great but I predict this could really come in handy with the 'invoke duplicity' concentration as you move up levels. Don't overlook this. I have this on one of my IRL Trickery Domain Clerics and the biggest downside is that in general both the DM and me (not on purpose) forget to roll the concentration save when my char takes damage. This shouldn't be a factor when choosing a feat theoretically but honestly it fells backwards when I'm not actually 'using' the feat.
Weapon Master- If you really want this to work for you be creative in your backstory. Not my first pick but can add the weapons flavor you may be looking for (archer etc..)
Some interesting other options:
Mobile- Love this. I am using this with my other IRL Trickery Domain cleric. The ability to jump in, cast the melee inflict wounds spell and jump away without opportunity attacks and while my 'invoke duplicity' is giving me advantage on my attacks is KILLER! Highly recommended!
Healer- Not sure this fits your story but my daughter is using this in one of our IRL campaigns as a sorcerer and it feels a bit OP sometimes when we heal up so quickly. Not a perfect feat but worth consideration.
Mobile- Love this. I am using this with my other IRL Trickery Domain cleric. The ability to jump in, cast the melee inflict wounds spell and jump away without opportunity attacks and while my 'invoke duplicity' is giving me advantage on my attacks is KILLER! Highly recommended!
Say I use the channel divinity feature of Cleric's Trickery Domain to make a perfect illusion. Say also I have the Sentinel feat. If an enemy within 5 ft of me makes an attack against my illusion (right next to me) do I get an opportunity attack?
This usage would make the action of creating the illusion not as big an action economy sacrifice ad you may still get to attack once in that round.
My RAW interpretation says yes since Sentinel uses the word "target" not "ally". I'm curious to see how you fine folks would rule on this.
The only reason for using the Sentinel feat combined with Trickery's Channel Divinity illusion to gain an opportunity attack on an enemy making an attack against the illusion would be if the DM considered the illusion to also have the Sentinel feat. Nothing in the wording of Invoke Duplicity requires that the illusion would have the feat though. I don't find the wording suggestive of it.
Sentinel says "target". The illusion standing next to you would be a target. I would allow it, and consider it a clever usage. I would also file it away in my bag of tricks to be used by NPC Trickery domain Clerics.
Please don't tell the guy playing a Trickery domain Cleric in my campaign about this trick. ;)
Hey, with Waterdeep Dragon Heist coming out in a few weeks, I've started coming up with ideas for my character for the AL campaign of it, and I thought a Trickery cleric would fit the theme of the adventure nicely. I've decided to play a Variant Human for this character, which means I get a free feat, and I'm not quite sure what to choose. I want something that works well mehanically for the character, but also fits thematically. The character is an Urchin background who grew up on the streets of Waterdeep as a pickpocket and worships Mask. Here are the feats I've considered:
Lucky- A solid choice for any character really, and does fit pretty well thematically
Magic Initiate- There's a lot of cool things to do with this feat, and I thought a couple spells like Minor Illusion, Friends, etc. might fit the character pretty well
Observant- +1 wisdom is good and gives me more room to put more in other stats, plus the boost to passive perception and the ability to read lips is pretty nice, fits the character okay but not great thematically
Prodigy- Great for skillmonkeying, expertise and some extra proficiencies are good on just about any character, fits decently thematically
Resilient (Con or Dex)- Again, +1 to a stat is good, proficiency with a save is good (particularly con for concentration), and does fit the character pretty well thematically
Skilled- Another one that's good on most characters, the more skills the better and does fit decently thematically
War Caster- Everything in the feat is great mechanically, advantage on concentration being the main selling point but the other features are quite good for the character as well, but doesn't fit that great thematically since the character isn't really a "battle mage" as the flavor text of the feat implies
Weapon Master- +1 to dex is good, and getting some weapon proficiencies would be pretty nice so I wouldn't have to stick to daggers and/or light crossbow, but I don't know if it would really fit the character since he would never have really had any weapon training
I noticed that no one has responded to this post since posted back in August but I thought I would put in my 2 bits:
Lucky- Nice touch for your character and is considered an overpowered feat by most (lucky you ;-) ), Fits your needs and character well.
Magic Initiate- Don't like it much, not much boost really because you already have plenty of options for spells, and may or may not fit your character well.
Observant- I like the overall here as it probably matches your character well and gives reasonable upside overall. +5 skill bumps are very nice.
Prodigy- Ok but not great
Resilient- Pretty good overall if you want to move in this direction. Generic enough to match character easily.
Skilled- Easy to match again but a little to much 'jack-of-all-trades master of none' for my taste.
War Caster- At low levels not great but I predict this could really come in handy with the 'invoke duplicity' concentration as you move up levels. Don't overlook this. I have this on one of my IRL Trickery Domain Clerics and the biggest downside is that in general both the DM and me (not on purpose) forget to roll the concentration save when my char takes damage. This shouldn't be a factor when choosing a feat theoretically but honestly it fells backwards when I'm not actually 'using' the feat.
Weapon Master- If you really want this to work for you be creative in your backstory. Not my first pick but can add the weapons flavor you may be looking for (archer etc..)
Some interesting other options:
Mobile- Love this. I am using this with my other IRL Trickery Domain cleric. The ability to jump in, cast the melee inflict wounds spell and jump away without opportunity attacks and while my 'invoke duplicity' is giving me advantage on my attacks is KILLER! Highly recommended!
Healer- Not sure this fits your story but my daughter is using this in one of our IRL campaigns as a sorcerer and it feels a bit OP sometimes when we heal up so quickly. Not a perfect feat but worth consideration.
Just some thoughts
Lot's of stuff ...
Mobile- Love this. I am using this with my other IRL Trickery Domain cleric. The ability to jump in, cast the melee inflict wounds spell and jump away without opportunity attacks and while my 'invoke duplicity' is giving me advantage on my attacks is KILLER! Highly recommended!
Lot's of stuff ...
Say I use the channel divinity feature of Cleric's Trickery Domain to make a perfect illusion. Say also I have the Sentinel feat. If an enemy within 5 ft of me makes an attack against my illusion (right next to me) do I get an opportunity attack?
This usage would make the action of creating the illusion not as big an action economy sacrifice ad you may still get to attack once in that round.
My RAW interpretation says yes since Sentinel uses the word "target" not "ally". I'm curious to see how you fine folks would rule on this.
9Apps Lucky Patcher VidMate
The only reason for using the Sentinel feat combined with Trickery's Channel Divinity illusion to gain an opportunity attack on an enemy making an attack against the illusion would be if the DM considered the illusion to also have the Sentinel feat. Nothing in the wording of Invoke Duplicity requires that the illusion would have the feat though. I don't find the wording suggestive of it.
Sentinel says "target". The illusion standing next to you would be a target. I would allow it, and consider it a clever usage. I would also file it away in my bag of tricks to be used by NPC Trickery domain Clerics.
Please don't tell the guy playing a Trickery domain Cleric in my campaign about this trick. ;)
I thought the Duplicity function was to cast spells through it. Sentinel feat is not a spell. But more power to you if it works that way.