I am at the end of a Strahd campaign and I want to have my cleric be really helpful in beating him up. I would prefer Sunbeam but clerics can't learn that spell. Would Daylight be useful? If not, what other light spells could a Life Domain Cleric learn that would be helpful?
Clerics can learn sunbeam, if your table allows Tasha's Cauldron of Everything. Daylight would also be useful, as it creates sunlight, which harms vampires.
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Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
Clerics can learn sunbeam, if your table allows Tasha's Cauldron of Everything. Daylight would also be useful, as it creates sunlight, which harms vampires.
Daylight does not create sunlight, despite the name.
A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
This strikes me as unnecessarily fussy. There's already ways of producing magical sunlight in the campaign; why should spells be any different? They won't have access to it for the majority of the adventure anyways.
How do you know if a spell creates sunlight or not?
You look at the spell text. It will state if it creates sunlight; if it doesn't say so, it doesn't.
Dawn: The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
Sunbeam: For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
This strikes me as unnecessarily fussy. There's already ways of producing magical sunlight in the campaign; why should spells be any different? They won't have access to it for the majority of the adventure anyways.
In Barovia, Strahd hates sunlight, and since he is Barovia there is hardly any sunlight. Picky, yes, but I think you still need some rules like that.
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
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Please check out my homebrew, I would appreciate feedback:
In Barovia, Strahd hates sunlight, and since he is Barovia there is hardly any sunlight. Picky, yes, but I think you still need some rules like that.
Sure, and that's why there's no natural sunlight. But like I said there's already multiple other ways to get magical sunlight built into the campaign and they function just fine in Barovia. By the time the cleric can cast 5th level spells it's completely redundant.
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
I own the adventure and have read it, and never saw that. If you can find a quote that says that, I'll believe you.
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Please check out my homebrew, I would appreciate feedback:
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
I own the adventure and have read it, and never saw that. If you can find a quote that says that, I'll believe you.
It's implicit: at the time the adventure was written, it was impossible for a character within the level range the adventure is designed for to create sunlight with a spell, and allowing PCs to do so radically distorts the balance of the adventure.
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
I own the adventure and have read it, and never saw that. If you can find a quote that says that, I'll believe you.
It's implicit: at the time the adventure was written, it was impossible for a character within the level range the adventure is designed for to create sunlight with a spell, and allowing PCs to do so radically distorts the balance of the adventure.
Except, you know, the daylight spell. If it's not stated in the adventure, it's the pettiness of the DM that's the problem, not the features of a spell intended to be good with vampire fights.
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
I own the adventure and have read it, and never saw that. If you can find a quote that says that, I'll believe you.
It's implicit: at the time the adventure was written, it was impossible for a character within the level range the adventure is designed for to create sunlight with a spell, and allowing PCs to do so radically distorts the balance of the adventure.
Except, you know, the daylight spell. If it's not stated in the adventure, it's the pettiness of the DM that's the problem, not the features of a spell intended to be good with vampire fights.
As stated before though, despite the title, daylight does not create actual sunlight.
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I am at the end of a Strahd campaign and I want to have my cleric be really helpful in beating him up. I would prefer Sunbeam but clerics can't learn that spell. Would Daylight be useful? If not, what other light spells could a Life Domain Cleric learn that would be helpful?
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Clerics can learn sunbeam, if your table allows Tasha's Cauldron of Everything. Daylight would also be useful, as it creates sunlight, which harms vampires.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Spells that are considered sunlight have that specifically stated in the description. A life domain cleric can learn Dawn if the DM is permitting that spell to function in Barovia (I wouldn't).
Thank you!
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Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Would the Light cantrip work as well?
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Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
No, as the spell does not say that it counts as sunlight.
Please check out my homebrew, I would appreciate feedback:
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Ok, thank you!
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No problem.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Daylight does not create sunlight, despite the name.
How do you know if a spell creates sunlight or not?
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Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
The spell will tell you if the light it creates is sunlight.
This strikes me as unnecessarily fussy. There's already ways of producing magical sunlight in the campaign; why should spells be any different? They won't have access to it for the majority of the adventure anyways.
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You look at the spell text. It will state if it creates sunlight; if it doesn't say so, it doesn't.
In Barovia, Strahd hates sunlight, and since he is Barovia there is hardly any sunlight. Picky, yes, but I think you still need some rules like that.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
You would nerf a spell that a player takes because . . .why exactly? That seems petty.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sure, and that's why there's no natural sunlight. But like I said there's already multiple other ways to get magical sunlight built into the campaign and they function just fine in Barovia. By the time the cleric can cast 5th level spells it's completely redundant.
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The adventure is specifically designed so you will never have any sources of sunlight other than the two specific magic items (it caps at level 10, meaning Sunbeam is unavailable, and it was published before xgte so Dawn hadn't been written yet).
I own the adventure and have read it, and never saw that. If you can find a quote that says that, I'll believe you.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's implicit: at the time the adventure was written, it was impossible for a character within the level range the adventure is designed for to create sunlight with a spell, and allowing PCs to do so radically distorts the balance of the adventure.
Except, you know, the daylight spell. If it's not stated in the adventure, it's the pettiness of the DM that's the problem, not the features of a spell intended to be good with vampire fights.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
As stated before though, despite the title, daylight does not create actual sunlight.