Death domain is already overpowered: it’s not intended for PCs but NPCs only. Maybe try Grave domain for a similar (but less evil/OP) approach.
It’s nice because, while it normally is weaker because it lacks heavy armor, your Tortle shell takes care of that problem. As a Cleric, you probably don’t want to use your spell slots
Stuff intended for NPCs is almost always UNDERPOWERED, not overpowered. They tend to require a massive setup situation that PC's never use.
The Death domain is definitely not overpowered. It is weak.
I do agree to you that the Grave Domain is a much better choice, especially at low levels. Replacing Immunity with vunerability is both powerful AND just so much fun to play. If he makes it all the way to 6th level the crit cancel is also fun.
Barbarian, multiclass to Monk for stats make your main Constitution then Wisdom then Dexterity. This will give you around 27 AC at level 2
This is incorrect and nobody should listen to it. AC calculations don't stack - you could choose Tortle AC, Barb AC, or monk AC, but you won't get all of them.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Unless your DM is following a published campaign to the letter just build a character you enjoy playing.
You DM should be adapting fights so they are a challenge but not impossible if you all have really powerful characters then the DM is adjust the combats. A very clear ewxample of this is Twilight Cleric it has a load of really powerful features but I will concentrate on Twilight Sanctuary.
In a "normal" party to keep things fum the DM is likely to spread the attacks around lets say you are a party of 5 fighting 4 brown bears. The bears get 2 attacks each but they wont all hit so each party member might get hit once. With Twilight sanctuary nearly all that damage would be just eating thruogh the temporary hit points which the PCs han get replenished at the end of their turn, turning the battle into a cakewalk. The DM therefore needs to concentrate fire on a single PC or increase the strength of the enemy forces.
It is also good to agree what the campaign will be like in a "session 0" some players like combat that they need to be think tactically to win while others like to feel like heroes for whom nothing is too difficult. If the dice gods are against the players it needs to be agreed in a session 0 how that is handled. Someone said the "PCs are expected to win" while that should be true most of the time there should be consequences to acting recklessly, and there is nothing wrong with the occasional encounter where the players either can lose if things go against them or ar expected to lose if they get into conflict (though the DM should make the players aware if this is the case)
I am in a campaign where the DM warned us that we are in a world where not everyone we meet will be at out "level". We started at level 1 as lackies of an arch lich undear a geas spell. Be level 3 we had encountered am adult green dragon (who preferred us to increase the size of her hoard to destroying us) and a beholder (we ran awaythough a maze of coridors while it moved at 20ft disintegrating walls to take the straight line) we could not "win" those encounters by killing the enemy a win was to survive.
I agree about the houserule at low levels conflict can really turn with a single crit. While it is disappointing to roll a crit and then roll low on the damage dice so the damage is less than on most normal hits anything that increases the power of a crit makes the outcome of a battle even more dependent on the crit.
Tortle is best with a class and subclass that cannot benefit from typical medium or heavy armor. Sorry right there, that tells you to focus on a either an Arcane spellcaster like Wizard or a Monk. However, keep in mind that Druids in 5E have difficulty having good medium armor due to the No metal armor standard for most Druids (kind of a dumb rule, so check with your DM). So Druids actually benefit a lot from being Tortle as long as they don't plan on Wild Shaping a lot.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
So Druids actually benefit a lot from being Tortle as long as they don't plan on Wild Shaping a lot.
Works great for wildshaping too. Many animals have natural armor. Setting it to a 17 is often an upgrade.
The issue with Wild Shape is that the tortle's shell is only there when your Druid is in their original shape. Becoming any beast without a Tortle-like shell means there is no reason to apply the AC bonus. However, you might get lucky and your DM says "Giant crab shell with AC upgraded to Tortle AC? Totally coool!" However, I wouldn't hold my breath.
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Barbarian, multiclass to Monk for stats make your main Constitution then Wisdom then Dexterity. This will give you around 27 AC at level 2
Poo
Stuff intended for NPCs is almost always UNDERPOWERED, not overpowered. They tend to require a massive setup situation that PC's never use.
The Death domain is definitely not overpowered. It is weak.
I do agree to you that the Grave Domain is a much better choice, especially at low levels. Replacing Immunity with vunerability is both powerful AND just so much fun to play. If he makes it all the way to 6th level the crit cancel is also fun.
This is incorrect and nobody should listen to it. AC calculations don't stack - you could choose Tortle AC, Barb AC, or monk AC, but you won't get all of them.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Unless your DM is following a published campaign to the letter just build a character you enjoy playing.
You DM should be adapting fights so they are a challenge but not impossible if you all have really powerful characters then the DM is adjust the combats. A very clear ewxample of this is Twilight Cleric it has a load of really powerful features but I will concentrate on Twilight Sanctuary.
In a "normal" party to keep things fum the DM is likely to spread the attacks around lets say you are a party of 5 fighting 4 brown bears. The bears get 2 attacks each but they wont all hit so each party member might get hit once. With Twilight sanctuary nearly all that damage would be just eating thruogh the temporary hit points which the PCs han get replenished at the end of their turn, turning the battle into a cakewalk. The DM therefore needs to concentrate fire on a single PC or increase the strength of the enemy forces.
It is also good to agree what the campaign will be like in a "session 0" some players like combat that they need to be think tactically to win while others like to feel like heroes for whom nothing is too difficult. If the dice gods are against the players it needs to be agreed in a session 0 how that is handled. Someone said the "PCs are expected to win" while that should be true most of the time there should be consequences to acting recklessly, and there is nothing wrong with the occasional encounter where the players either can lose if things go against them or ar expected to lose if they get into conflict (though the DM should make the players aware if this is the case)
I am in a campaign where the DM warned us that we are in a world where not everyone we meet will be at out "level". We started at level 1 as lackies of an arch lich undear a geas spell. Be level 3 we had encountered am adult green dragon (who preferred us to increase the size of her hoard to destroying us) and a beholder (we ran awaythough a maze of coridors while it moved at 20ft disintegrating walls to take the straight line) we could not "win" those encounters by killing the enemy a win was to survive.
I agree about the houserule at low levels conflict can really turn with a single crit. While it is disappointing to roll a crit and then roll low on the damage dice so the damage is less than on most normal hits anything that increases the power of a crit makes the outcome of a battle even more dependent on the crit.
Tortle is best with a class and subclass that cannot benefit from typical medium or heavy armor. Sorry right there, that tells you to focus on a either an Arcane spellcaster like Wizard or a Monk. However, keep in mind that Druids in 5E have difficulty having good medium armor due to the No metal armor standard for most Druids (kind of a dumb rule, so check with your DM). So Druids actually benefit a lot from being Tortle as long as they don't plan on Wild Shaping a lot.
Works great for wildshaping too. Many animals have natural armor. Setting it to a 17 is often an upgrade.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The issue with Wild Shape is that the tortle's shell is only there when your Druid is in their original shape. Becoming any beast without a Tortle-like shell means there is no reason to apply the AC bonus. However, you might get lucky and your DM says "Giant crab shell with AC upgraded to Tortle AC? Totally coool!" However, I wouldn't hold my breath.