Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
Probably worth noting that Humans get bonus Skills and Feats - so in that sense you could still get half of the seemingly proscribed, optimal Background choice if you choose to pick something more unusual.
What are the most weird combinations that you could get from Class-Background (and Species)? Let's try a list:
Barbarian - Wayfarer, Aasimar?
Bard - Hermit, Orc?
Cleric - Charlatan, Goliath?
Druid - Criminal, Teifling?
Fighter - Sage, Gnome?
Monk - Noble, Elf?
Paladin - Merchant, Halfling?
Ranger - Entertainer, Dwarf?
Rogue - Acolyte, Dragonborn?
Sorcerer - Artsan, Orc?
Warlock - Soldier, Human?
Wizard - Farmer, Goliath?
Would any of these 'work'?
I'm pretty sure every one of them will work in a way, i have to look it up though.
Barbarian - Wayfarer, Aasimar? - Wayfarer would shore up the defenses with Dex and Wis. Lucky is good if you don't want to reckless attack, or need to make a save. Insight and Stealth are generally good skills, and Primal Knowledge works with Stealth, making you a super stealthy barbarian. And thanks to the Dex, you might still be generally good with stealth outside of rages. This reminds me quite of a Conan style barbarian. Aasimar gives resistances against necrotic and radiance, on a wild heart with the bear it would be nearly as the old bear totem barbarian. Some extra healing is always nice as a barbarian, Light cantrip doesn't require concentration, slap it on your weapon, so your allies can see your targets. Celestial Revelation at worst gives you a fly speed. Inner Radiance is also pretty nice if you are in a pack of enemies. Overall, this makes quite the tank barbarian with decent defenses. I would probably want to go Wild Heart with this, but the other subclasses are great too.
Bard - Hermit, Orc? - Hermit gives Con and Cha, so not bad, Healer feat is good for more heal and support minded bards. Medicine and Religion is nice, but not exciting. From orc you gain adrenaline rush, which is great to get in position for any touch range spells like cure wounds and gives you temporary hit points, combined with Relentless endurance makes you a bit harder to take out. Seems perfect for the orc shaman, that sings the songs of their ancestors, while they buff and heal their comrades
Cleric - Charlatan, Goliath? - Dex and Con gives you defenses, and skilled is a nice to have feat. Paired with Deception and Sleight of Hand this already work greatly for a Trickery Cleric. Goliaths are fast, which is always nice to have. The giant ancestry have at least one option that will be good for anyone. For this i probably think clouds giants bonus action teleport is nice, as you then still could cast a spell. Large Form gives more speed and powerful build makes you harder to grapple. This is a perfect fit for a cloud giant goliath trickery cleric. No issues here.
Druid - Criminal, Tiefling? - Criminal gives Dex and Con, so again, good for defenses. Alert is nice to have. Sleight of Hand, Stealth and Thieves tools are actually great on a druid. Need someone break into something? Why not the druid that can turn into a spider and just crawl into any vault or cell, and steal or free whatever is needed. Tiefling gets darkvision and a resistance, a free cantrip and a free casting of two spells. Not seeing any issus here. For a criminal druid i would probably go with a abyssal tiefling. Subclass nearly doesn't matter as all work great. But i would err on lands or stars i think.
Fighter - Sage, Gnome? - Ultimate Eldritch Knight. Sage gives Int and Con, very nice, and Initiate Wizard so you can True Strike right from level 1. Gnome is pretty nice overall. Darkvsion, advantage on all mental saves and either prestidigitation for free, or minor illusion with speak with animals. Yeah, that screams eldritch Knight to me.
Monk - Noble, Elf? - While no ASI that matches, it opens up things you wouldn't use otherwise. I probably would choose Charisma here as my +2 and +1 for Int. Skilled feat is nice, History and Persuasion works with the ASI we got. Elf, all are good choices. I think Drow for a Shadow Monk would be fun. A noble drow from Menzoberranzan? Sounds super fun.
Paladin - Merchant, Halfling? - Con and Charisma, perfect for a Paladin. Lucky is great to have to gain advantage to have a better chance to smite. Brave and the aura bonus from paladin makes it truly a fearless one. Luck in addition to lucky is nice. The most lucky paladin on the world.
Ranger - Entertainer, Dwarf? - Strength and Dex, this will be a STRanger. Dex will round out our dex for AC to a 14, and we go main STR. Musician is free heroic inspiration, very good. Dwarven Toughness makes us even better for a STRanger, and the rest is not to bad either. Since we are a dwarf, a gloom stalker would be pretty thematic.
Rogue - Acolyte, Dragonborn? - Acolyte gives Wis, which is useful, but also INT which is great for a Arcane Trickster. Guidance is an easy pick here, with the option of a attack cantrip like toll the dead or sacred flame. I love Thaumaturgy for all the stuff it can do. Dragonborn gives a resistance and flight. The breath weapon is a nice AOE option the rogue wouldn't have otherwise.
Sorcerer - Artisan, Orc? - Dex is great to have, but the crafter feat is very depended on the creativity of the player. An again the same things for orcs as before. Makes you a bit harder to kill, and bonus action to improve movement speed is nice.
Warlock - Soldier, Human? - Dex and Con will work on any Warlock, but some Strength boost might be wanted to gain access to feats that have a 13+ strength requirement to mace pact of the blade better. Savage Attacker is for pact of the blade warlocks not bad to have. Human is.. well, human, gain any other feat you like.
Wizard - Farmer, Goliath? - Constitution is great, and if you gain heavy armor proficiency from somewhere, some Strength isn't bad, but Wisdom is always a nice fallback option. Tough makes your wizard survive longer. Goliath again, more movement speed, free teleport, harder to hold down.
So, i think all of them will work. Some even very greatly so. I think the only one that gave my a bit of trouble for Sorcerer for the Crafter feat, which is a bit on the disappointing side.
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
This talks specifically about clerics, not acolytes. This is the text from the acolyte background. "You devoted yourself to service in temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instructions and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people's who prayed there."
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
This talks specifically about clerics, not acolytes. This is the text from the acolyte background. "You devoted yourself to service in temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instructions and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people's who prayed there."
My entire point is that I disagree with that change because it contradicts the earlier material.
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
This talks specifically about clerics, not acolytes. This is the text from the acolyte background. "You devoted yourself to service in temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instructions and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people's who prayed there."
My entire point is that I disagree with that change because it contradicts the earlier material.
You can disagree, but it is not a contradiction. in the very text you quotes was "not every acolyte... is a cleric", which implies many are. It also implies that there are acolytes, which don't turn to become clerics, but perhaps choose another path like fighter or rogue or wizard, It only goes on to say what a "true cleric" i.e. a acolyte that chooses that class of cleric, is. There is no contradiction to be found.
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
This talks specifically about clerics, not acolytes. This is the text from the acolyte background. "You devoted yourself to service in temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instructions and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people's who prayed there."
My entire point is that I disagree with that change because it contradicts the earlier material.
You can disagree, but it is not a contradiction. in the very text you quotes was "not every acolyte... is a cleric", which implies many are. It also implies that there are acolytes, which don't turn to become clerics, but perhaps choose another path like fighter or rogue or wizard, It only goes on to say what a "true cleric" i.e. a acolyte that chooses that class of cleric, is. There is no contradiction to be found.
Yes, it is a contradiction when the one background that is explicitly for close association with a religious hierarchy gives you powers. You cannot positively infer that "many" acolytes become clerics from the text you quoted, and you're ignoring the bit at the end that expressly says "true clerics are rare in most hierarchies". Really it's a problem for all three backgrounds I know of that give the Magic Initiate feat, but Acolyte is the one that is very strongly contradicting earlier material by implying that everyone with a more than passing association with a religious hierarchy gets powers from that association.
A "true Cleric" is one that gains cleric class features. a acolyte is no true cleric, they only get 2 cantrips and a spell. A "true cleric" gains channel divinity, 9th level divine spells. So again, there is no contradiction. Anyone in DND can get some basic magic, be it from faith (acolyte), from studying (sage) or from being in nature (guide). But that doesn't make any of them a cleric, wizard or druid, as there is more to them then 2 cantrips and a 1st level spell. A guide can not shapeshift or cast true polymorph, a sage can not write in their spellbook spells to use as ritutals at any time, not even with the ritual caster feat, and they don't have access to the many spells a wizard has.
I only care that I get +2, +1 Ability score increases as well as a feat at 1st level. Picking Monk, but I am not convinced about Tavern, since you are missing out on Dexterity bonus modifiers for damage. Re-rolling ones saves the feat.
Alert is no longer worthy. Now you don't lose a turn, if you are surprised, you just roll at a disadvantage.
Tough is good if you want more hit points. How you appreciate the feat would depend entirely on how fast your DM let's you level up.
I only care that I get +2, +1 Ability score increases as well as a feat at 1st level. Picking Monk, but I am not convinced about Tavern, since you are missing out on Dexterity bonus modifiers for damage. Re-rolling ones saves the feat.
Alert is no longer worthy. Now you don't lose a turn, if you are surprised, you just roll at a disadvantage.
Tough is good if you want more hit points. How you appreciate the feat would depend entirely on how fast your DM let's you level up.
What do you mean, you're missing out on dexterity bonus modifiers for damage? You don't have to use the tavern brawler unarmed strike die. The monk class features clearly says it replaces your normal one be it tavern or the default.
For what it's worth, additional initiative bonuses have diminishing returns. In a pairwise contest (you v one monster), the old +5 bonus increased your odds of going first from 50% to 72%, +22% chance, if you had no bonus. If you're going from +3 (16 dex) to at +8, that's only an increase from 64% to 82%, an +18% increase.
The new proficiency bonus is only an increase of +9.5% if you have no Dex bonus, or 8% if you start with a +3.
I figure on my Gloomstalker starting with an 17 Dex/16 Wisdom, and alert, I'd go from starting with a 72% chance of winning initiative to a 82% at level 3 (+3 Dex +2 PB, +3 WIS) to 85% at level 4 when my General feat bumps that to 18 DEX, then to 87.5% at level 5 when the first Prof bonus kicks in.
At maximum, with 20 Dex/20 Wis, +6 PB, that's a 98% chance against a monster with no bonuses......
If you think of that as having an extra turn (which I do), that's nothing to sneeze at.
The table of the odds of winning as a function of your relative bonus to the monster:
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
I would like to propose that Hermit or Scribe would be equally appropriate here, especially hermit, in order to get that 'member of a faith but not magically inclined' feel. Take a good read of the Hermit notes. Also, when you get the chance, read the third paragraph under the Cleric class description on page 69. It mirrors your own concept that not all members of the clergy tap into the divine.
Generally I like the backgrounds, though I do have a small personal gripe with Acolyte having the Cleric Initiate feat because it doubles down on the "everyone associated with a faith/deity is magical" idea, which I think gets overused. Not a huge problem and I've already got a concept for an Acolyte Wizard who has to keep explaining to people that no, he's not a Cleric even though he can Cure Wounds, but I kinda wish it wasn't reinforcing the idea that all members of a faith's clergy get magic powers.
I would like to propose that Hermit or Scribe would be equally appropriate here, especially hermit, in order to get that 'member of a faith but not magically inclined' feel. Take a good read of the Hermit notes. Also, when you get the chance, read the third paragraph under the Cleric class description on page 69. It mirrors your own concept that not all members of the clergy tap into the divine.
This - I don't understand people who think the only possible background that can grow up in or around a church or similar setting is Acolyte. Scribe explicitly says that they can be found in monasteries and scriptoriums for example, and temples need Guards and Merchants too.
The Monk would definitely benefit from Tavern brawler at first level. Throw that +2 Background bonus into the standard array for Dex at 1st level, for 17. you will hit more often than not at that level, especially with +2 weapon proficiency. Your AC would be 15.
At 4th level you can decide if you want to take the +2 ASI and give it to Dex again or split it with Wis. Or if end up dying or getting close to death, you might take the half feats of either Tough or Defensive Duelist (add your proficiency bonus to your AC until the start of your turn).
The Monk would definitely benefit from Tavern brawler at first level.
Tavern Brawler is worse than Savage Attacker, which is already pretty bad. That 5' shove is... not very impressive, there are lots of other ways to get a shove. The damage reroll on 1s ranges from 0.42 to 0.46 damage per unarmed attack, depending on tier, which is extremely underwhelming in any tier. If you plan on taking a combat feat...on a typical build (dex 16, con 14), at level 1, savage attacker increases dpr by 9%, tavern brawler increases it by 3%, and tough increases hit points by 20%. At level 5, savage attacker is down to 4%, tavern brawler is up to 5%, and tough is at 26%. One of those things is not like the others...
Basically, you should never take savage attacker, tavern brawler, or crafter, they're just horrible feats. The rest of the origin feats are at least occasionally useful.
The Monk would definitely benefit from Tavern brawler at first level.
Tavern Brawler is worse than Savage Attacker, which is already pretty bad. That 5' shove is... not very impressive, there are lots of other ways to get a shove. The damage reroll on 1s ranges from 0.42 to 0.46 damage per unarmed attack, depending on tier, which is extremely underwhelming in any tier. If you plan on taking a combat feat...on a typical build (dex 16, con 14), at level 1, savage attacker increases dpr by 9%, tavern brawler increases it by 3%, and tough increases hit points by 20%. At level 5, savage attacker is down to 4%, tavern brawler is up to 5%, and tough is at 26%. One of those things is not like the others...
Basically, you should never take savage attacker, tavern brawler, or crafter, they're just horrible feats. The rest of the origin feats are at least occasionally useful.
No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
No idea what you mean by 'adding your modifier for each attack'.
The Monk would definitely benefit from Tavern brawler at first level.
Tavern Brawler is worse than Savage Attacker, which is already pretty bad. That 5' shove is... not very impressive, there are lots of other ways to get a shove. The damage reroll on 1s ranges from 0.42 to 0.46 damage per unarmed attack, depending on tier, which is extremely underwhelming in any tier. If you plan on taking a combat feat...on a typical build (dex 16, con 14), at level 1, savage attacker increases dpr by 9%, tavern brawler increases it by 3%, and tough increases hit points by 20%. At level 5, savage attacker is down to 4%, tavern brawler is up to 5%, and tough is at 26%. One of those things is not like the others...
Basically, you should never take savage attacker, tavern brawler, or crafter, they're just horrible feats. The rest of the origin feats are at least occasionally useful.
No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
Not massive, it's around 0.45 dmaage per hit. It's fine. Not bad. Not great.
No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
No idea what you mean by 'adding your modifier for each attack'.
It's in the description.
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In a world with magical gods, and two classes gaining magical powers from them or their underlings (cleric and warlock), and paladins having enough faith in their oath to also gain magical powers, yeah, having a strong faith leads to magical powers. This is the trope of faith in fantasy.
I'm pretty sure every one of them will work in a way, i have to look it up though.
So, i think all of them will work. Some even very greatly so. I think the only one that gave my a bit of trouble for Sorcerer for the Crafter feat, which is a bit on the disappointing side.
From the PHB description of the Cleric class: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."
Some stories make heavy use of "faith = magic", but that is generally not the intent of D&D. Magic is something distant and inscrutable to everyday people, not a common resource.
From the actual game mechanics: an acolyte is a cleric. The real problem with the acolyte background is that it's a terrible choice for a cleric.
This talks specifically about clerics, not acolytes. This is the text from the acolyte background.
"You devoted yourself to service in temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instructions and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people's who prayed there."
My entire point is that I disagree with that change because it contradicts the earlier material.
You can disagree, but it is not a contradiction. in the very text you quotes was "not every acolyte... is a cleric", which implies many are. It also implies that there are acolytes, which don't turn to become clerics, but perhaps choose another path like fighter or rogue or wizard, It only goes on to say what a "true cleric" i.e. a acolyte that chooses that class of cleric, is.
There is no contradiction to be found.
Yes, it is a contradiction when the one background that is explicitly for close association with a religious hierarchy gives you powers. You cannot positively infer that "many" acolytes become clerics from the text you quoted, and you're ignoring the bit at the end that expressly says "true clerics are rare in most hierarchies". Really it's a problem for all three backgrounds I know of that give the Magic Initiate feat, but Acolyte is the one that is very strongly contradicting earlier material by implying that everyone with a more than passing association with a religious hierarchy gets powers from that association.
A "true Cleric" is one that gains cleric class features. a acolyte is no true cleric, they only get 2 cantrips and a spell. A "true cleric" gains channel divinity, 9th level divine spells. So again, there is no contradiction. Anyone in DND can get some basic magic, be it from faith (acolyte), from studying (sage) or from being in nature (guide). But that doesn't make any of them a cleric, wizard or druid, as there is more to them then 2 cantrips and a 1st level spell. A guide can not shapeshift or cast true polymorph, a sage can not write in their spellbook spells to use as ritutals at any time, not even with the ritual caster feat, and they don't have access to the many spells a wizard has.
I only care that I get +2, +1 Ability score increases as well as a feat at 1st level. Picking Monk, but I am not convinced about Tavern, since you are missing out on Dexterity bonus modifiers for damage. Re-rolling ones saves the feat.
Alert is no longer worthy. Now you don't lose a turn, if you are surprised, you just roll at a disadvantage.
Tough is good if you want more hit points. How you appreciate the feat would depend entirely on how fast your DM let's you level up.
What do you mean, you're missing out on dexterity bonus modifiers for damage? You don't have to use the tavern brawler unarmed strike die. The monk class features clearly says it replaces your normal one be it tavern or the default.
For what it's worth, additional initiative bonuses have diminishing returns. In a pairwise contest (you v one monster), the old +5 bonus increased your odds of going first from 50% to 72%, +22% chance, if you had no bonus. If you're going from +3 (16 dex) to at +8, that's only an increase from 64% to 82%, an +18% increase.
The new proficiency bonus is only an increase of +9.5% if you have no Dex bonus, or 8% if you start with a +3.
I figure on my Gloomstalker starting with an 17 Dex/16 Wisdom, and alert, I'd go from starting with a 72% chance of winning initiative to a 82% at level 3 (+3 Dex +2 PB, +3 WIS) to 85% at level 4 when my General feat bumps that to 18 DEX, then to 87.5% at level 5 when the first Prof bonus kicks in.
At maximum, with 20 Dex/20 Wis, +6 PB, that's a 98% chance against a monster with no bonuses......
If you think of that as having an extra turn (which I do), that's nothing to sneeze at.
The table of the odds of winning as a function of your relative bonus to the monster:
I would like to propose that Hermit or Scribe would be equally appropriate here, especially hermit, in order to get that 'member of a faith but not magically inclined' feel. Take a good read of the Hermit notes. Also, when you get the chance, read the third paragraph under the Cleric class description on page 69. It mirrors your own concept that not all members of the clergy tap into the divine.
This - I don't understand people who think the only possible background that can grow up in or around a church or similar setting is Acolyte. Scribe explicitly says that they can be found in monasteries and scriptoriums for example, and temples need Guards and Merchants too.
The Monk would definitely benefit from Tavern brawler at first level. Throw that +2 Background bonus into the standard array for Dex at 1st level, for 17. you will hit more often than not at that level, especially with +2 weapon proficiency. Your AC would be 15.
At 4th level you can decide if you want to take the +2 ASI and give it to Dex again or split it with Wis. Or if end up dying or getting close to death, you might take the half feats of either Tough or Defensive Duelist (add your proficiency bonus to your AC until the start of your turn).
Tough choice.
Tavern Brawler is worse than Savage Attacker, which is already pretty bad. That 5' shove is... not very impressive, there are lots of other ways to get a shove. The damage reroll on 1s ranges from 0.42 to 0.46 damage per unarmed attack, depending on tier, which is extremely underwhelming in any tier. If you plan on taking a combat feat...on a typical build (dex 16, con 14), at level 1, savage attacker increases dpr by 9%, tavern brawler increases it by 3%, and tough increases hit points by 20%. At level 5, savage attacker is down to 4%, tavern brawler is up to 5%, and tough is at 26%. One of those things is not like the others...
Basically, you should never take savage attacker, tavern brawler, or crafter, they're just horrible feats. The rest of the origin feats are at least occasionally useful.
No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
No idea what you mean by 'adding your modifier for each attack'.
Not massive, it's around 0.45 dmaage per hit. It's fine. Not bad. Not great.
It's in the description.