Bonus Proficiencies: Gives you literally all of the weapon and armor proficiencies. Pretty self-explanatory.
Eyes of Night: The largest darkvision radius in the entire game (so far as I know), which you can give out to pretty much your whole party, and definitely to everybody in the party without darkvision.
Vigilant Blessing: Not horribly unbalanced, but it's on top of a lot of other great features.
Channel Divinity: Twilight Sanctuary: Everybody in a 30-foot sphere (i.e. the whole party) become practically immune to charmed and frightened. Also, they all get 1d6 + your level temp HP. Every. Single. Turn.
Steps of Night: Free flying. Circumstantial, but still pretty powerful, especially since your Channel Divinity summons the exact circumstance you need.
Divine Strike: Barely even a subclass feature, since across all classes there are two different options and they can both be replaced by an optional feature that combines them.
Twilight Shroud: Not spectacular, but you've already gotten a lot at this point, and this is the same level you get 9th level spells. Anyways, it's still a +2 to Dex saves and AC against ranged attacks while your Channel Divinity is active.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Great summary, Quar1on! I do think that Twilight Sanctuary is often given as the sole reason the subclass is considered OP, and it's definitely a big part of it... 1d6+Level temp HP would be a lot even if it was a one-time buff. Having it happen every single turn at no additional cost to Action Economy, and with such a large area really adds up really quickly. Then add that with the aura also crippling enemies without darkvision, it really does a lot to completely trivialize many potential battles.
That said... their Domain Spell list is also top notch, then you also get all armor and weapon proficiencies? Even before getting to the free flight, this is a pretty densely packed class. I haven't played with one for any long period of time, but from what I can see this is a subclass that gets a lot of really good features really early... so it stands out as potentially more OP than it really is just because it gets so powerful so quickly, so it will stand out in the heads of anyone who has played with one, since those features will be so defining for the player since very near the start of the campaign.
Then add that with the aura also crippling enemies without darkvision, it really does a lot to completely trivialize many potential battles.
Wait, how does it do that? It's just dim light, not darkness.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Then add that with the aura also crippling enemies without darkvision, it really does a lot to completely trivialize many potential battles.
Wait, how does it do that? It's just dim light, not darkness.
Oh, dim light is still considered Lightly Obscured. Although double checking how Lightly Obscured works, all it does is give disadvantage on Perception checks, so it's really only useful in maybe giving some help in hiding.
Then add that with the aura also crippling enemies without darkvision, it really does a lot to completely trivialize many potential battles.
Wait, how does it do that? It's just dim light, not darkness.
How crippling depends on which rule sthe DM uses for light and hiding (and party composition).
Dim light counts as light obscurement which means creatures without darkvision have disadvantage on perception checks. So if a member of the party attempts to hide they will be very hard to spot (if the table is using passiv peception it will have a -5.
The uncertainly comes in how often they can / will hide
Wood Elves can attempt tohide if they are lightly obscured using mask of the wild
Similarly characters with the skulker feat can attempt to hide if lightly obscured
The rules of hiding however say you can't hide from a creature that can see you CLEARLY, which implies you can hide from a creature that can not see you clearly. Examples of light obscurement are dim light, patchy fog and moderate foliage while no definiaiotn is given it would be reasonable to assume such obscurement means you can be seen but not clearly.
The invisible condition says you count as heavilty obscured for the purposes of hiding, does this mean you have to be heavily obscured to hide (without another feature)
If the DM rules that you can hide in dim light rogues and goblins (for example) can hide as a bonus action so their attack is at advantage, or they can hide after their attack so they can not be seen (so attacks agaist them are at disadvantage and many spells can not be targetted on them, if they are spellcasting they can avoid counterspell by hiding.
If the DM rules that coming out of cover breaks hiding (whixch according to the rules is "usually" the case. In bright light a rogue can not hide behind in a bush and then rush out to make a melee attack with advantage because he ceases to be hidden when he leaves cover , but twilight sanctuary means may be able to run up to the enemy without breaking cover because they ar elgihty obscured.
Twilight has a load of powerful features that makes it the most powerful in the game the the reason I believe twilight sanctuary breaks it is the supply of temporary HP means that other characters features which supply temp HP are virtually useless. If I join a game at take inspiring leader as a level 1 feat I would be pretty updet if a in session 1 I find there is a twilight cleric in the group.
I played one with the temp HP ability stripped off it and it was still a super good subclass. That's how OP the subclass is. You can remove its most OP feature and it is STILL super strong.
The spell selection is just nuts, easily the best of any subclass hands down. 300ft darkvision is crazy. And flying around without concentration is icing on the cake. All while being in heavy armor and having all/any weapon of your choice. (Whip + warcaster imo)
Just phenomenal.
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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.
"Stating the truth in a way which pleases you isn't necessary: If it's true, you don't have the right to be offended, though you still may be, and that's okay."
"Dyne, absorbing the lives of animals is immoral- WAIT NO, LET THE CHILDREN BE."
"Any class can be a bard if you're persuasive enough."
I'm curious about the Channel Divinity: Twilight Sanctuary. The spell says it fills with dim light but if it is used outside in the daylight it doesn't say it stops any of the light from coming in. Thus nullifying the dim light portion no matter how you put it.
The darkness spell is very specific but this one I feel is vague in this case. Any thoughts?
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I live my life like a West Marches campaign, A swirling vortex of Ambitions and Insecurities.
I'm curious about the Channel Divinity: Twilight Sanctuary. The spell says it fills with dim light but if it is used outside in the daylight it doesn't say it stops any of the light from coming in. Thus nullifying the dim light portion no matter how you put it.
The darkness spell is very specific but this one I feel is vague in this case. Any thoughts?
Well it doesn't say it fills the area with dim light. It says it creates a sphere that is filled with dim light. So, it isn't creating light. It is created a sphere that's properties include being filled with dim light.
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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.
Channel Divinity: Twilight Sanctuary: Everybody in a 30-foot sphere (i.e. the whole party) become practically immune to charmed and frightened. Also, they all get 1d6 + your level temp HP. Every. Single. Turn.
How does the immunity to charmed/frightened work? I thought anyone with in the circle I can make charmed/frightened, or give temp hp to?
Channel Divinity: Twilight Sanctuary: Everybody in a 30-foot sphere (i.e. the whole party) become practically immune to charmed and frightened. Also, they all get 1d6 + your level temp HP. Every. Single. Turn.
How does the immunity to charmed/frightened work? I thought anyone with in the circle I can make charmed/frightened, or give temp hp to?
The actual text is
Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You can not make a creature charmed or frightened you can end one effect causing it to be charmed or frightened.
This is not quite immuned ot frightened but it does greatly reduce the risk of these conditions
Most of the time the party member will be charmed or frightend for one turn as you will can not remove the condition until the end of their turn
Rarely their might be more than one effect causing if to be charmed / frightened, for example if you are fighting 2 ghosts a party member could be frightened of both of them and you would only be able to remove one of the effects.
They might be unable to end there turn withn your aura, if doing so would mean getting closer to the source of their fear, if the fear was caused by the fear spell they would have to dash away from the caster making very unlikely they cound end their turn in the aura.
Note also you can only remove a fear / charm effect OR give temp HP, not a big deal but Kyler implied otherwise.
Twilight Sanctuary is incredibly powerful as written for the temporary hit points alone (some would say broken powerful) the removal of charmed or frightened is situational but really good when it turns up. If you could charm or frightened every enemy that ends its turn within 30 foot of you without even a save it would essentially make any combat trivial unless the enemies were imuned to both charmed and frightened.
You can do one of the following at the end of an ally's turn: Give them temp HP. Or. Remove 1 effect causing charm. Or. Remove one effect causing frightened.
An only while they end their turn within 30ft of you.
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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.
Can someone explain to me why twilight domain is op? Everyone says it is but I don't see why.
No, I don't have too many weapons.
Homebrew: Spells, Magic Items, Feats
Sure thing. Let's go feature-by-feature.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Great summary, Quar1on! I do think that Twilight Sanctuary is often given as the sole reason the subclass is considered OP, and it's definitely a big part of it... 1d6+Level temp HP would be a lot even if it was a one-time buff. Having it happen every single turn at no additional cost to Action Economy, and with such a large area really adds up really quickly. Then add that with the aura also crippling enemies without darkvision, it really does a lot to completely trivialize many potential battles.
That said... their Domain Spell list is also top notch, then you also get all armor and weapon proficiencies? Even before getting to the free flight, this is a pretty densely packed class. I haven't played with one for any long period of time, but from what I can see this is a subclass that gets a lot of really good features really early... so it stands out as potentially more OP than it really is just because it gets so powerful so quickly, so it will stand out in the heads of anyone who has played with one, since those features will be so defining for the player since very near the start of the campaign.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Wait, how does it do that? It's just dim light, not darkness.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Oh, dim light is still considered Lightly Obscured. Although double checking how Lightly Obscured works, all it does is give disadvantage on Perception checks, so it's really only useful in maybe giving some help in hiding.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
How crippling depends on which rule sthe DM uses for light and hiding (and party composition).
Dim light counts as light obscurement which means creatures without darkvision have disadvantage on perception checks. So if a member of the party attempts to hide they will be very hard to spot (if the table is using passiv peception it will have a -5.
The uncertainly comes in how often they can / will hide
If the DM rules that you can hide in dim light rogues and goblins (for example) can hide as a bonus action so their attack is at advantage, or they can hide after their attack so they can not be seen (so attacks agaist them are at disadvantage and many spells can not be targetted on them, if they are spellcasting they can avoid counterspell by hiding.
If the DM rules that coming out of cover breaks hiding (whixch according to the rules is "usually" the case. In bright light a rogue can not hide behind in a bush and then rush out to make a melee attack with advantage because he ceases to be hidden when he leaves cover , but twilight sanctuary means may be able to run up to the enemy without breaking cover because they ar elgihty obscured.
Twilight has a load of powerful features that makes it the most powerful in the game the the reason I believe twilight sanctuary breaks it is the supply of temporary HP means that other characters features which supply temp HP are virtually useless. If I join a game at take inspiring leader as a level 1 feat I would be pretty updet if a in session 1 I find there is a twilight cleric in the group.
300 foot dark vision makes this super dip worthy for a Gloom Stalker with Sharp shooter.
I played one with the temp HP ability stripped off it and it was still a super good subclass. That's how OP the subclass is. You can remove its most OP feature and it is STILL super strong.
The spell selection is just nuts, easily the best of any subclass hands down. 300ft darkvision is crazy. And flying around without concentration is icing on the cake. All while being in heavy armor and having all/any weapon of your choice. (Whip + warcaster imo)
Just phenomenal.
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.
Peace is stronger... but that's not saying much.
"Stating the truth in a way which pleases you isn't necessary: If it's true, you don't have the right to be offended, though you still may be, and that's okay."
"Dyne, absorbing the lives of animals is immoral- WAIT NO, LET THE CHILDREN BE."
"Any class can be a bard if you're persuasive enough."
"Wisdom is charisma with a twist."
I'm curious about the Channel Divinity: Twilight Sanctuary. The spell says it fills with dim light but if it is used outside in the daylight it doesn't say it stops any of the light from coming in. Thus nullifying the dim light portion no matter how you put it.
The darkness spell is very specific but this one I feel is vague in this case. Any thoughts?
I live my life like a West Marches campaign, A swirling vortex of Ambitions and Insecurities.
Well it doesn't say it fills the area with dim light. It says it creates a sphere that is filled with dim light. So, it isn't creating light. It is created a sphere that's properties include being filled with dim light.
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.
How does the immunity to charmed/frightened work? I thought anyone with in the circle I can make charmed/frightened, or give temp hp to?
The actual text is
Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You can not make a creature charmed or frightened you can end one effect causing it to be charmed or frightened.
This is not quite immuned ot frightened but it does greatly reduce the risk of these conditions
Note also you can only remove a fear / charm effect OR give temp HP, not a big deal but Kyler implied otherwise.
Twilight Sanctuary is incredibly powerful as written for the temporary hit points alone (some would say broken powerful) the removal of charmed or frightened is situational but really good when it turns up. If you could charm or frightened every enemy that ends its turn within 30 foot of you without even a save it would essentially make any combat trivial unless the enemies were imuned to both charmed and frightened.
You can do one of the following at the end of an ally's turn: Give them temp HP. Or. Remove 1 effect causing charm. Or. Remove one effect causing frightened.
An only while they end their turn within 30ft of you.
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.
My cleric is Twilight Domain and I would like to have spell cards for her but I can’t seem to ever find any. Will DNDBeyond offer this in the future?
I just realized I was on my boyfriend’s account that I created him 🤦🏼♀️