Let compare both Twilight & Trickery domains of their subclass feature and their spell list.
Trickery Domains
Their spell is good and have some great utility to it, this cleric is not combat purpose and it mostly for stealth and social aspect of the game if your campaign is most exploring and socializing with people.
Blessing of the Trickster: is solid good if you and party is planning on doing stealth missions and such and you can recast it again as many times you want its last up to 1 hour. most stealth missions are pretty short but it's depends to dm to dm on how long you want to prolong of the stealth missions.
Channel Divinity: Invoke Duplicity: Their channel divinity options is great, where your illusion can cast from its space and if your within 5ft of it you gain advantage to the attack rolls but it's concertation to maintain the illusion you can set up.
Twilight Domain(UA) Tasha's will come out so I will be UA next to it until wizards release it.
Their spell options is pretty good, Faerie Fire is a good choice, giving you and your allies advantage to attack rolls and they can't be invisible. I've played a twilight cleric up to level 20 and so far it's a pretty fun class and i enjoy using their spell list. I mostly use their aura spells and it save a lot of people and redact the monster's damage. pick this if you want a bit of power/healing if your near with allies.
Eyes of Night: is soo powerful and good, if your playing a race that don't have darkvision and you can see in dim light as if it were bright light and in darkness as if it were dim light and you share it among your allies sharing the same eyes with you.
Vigilant Blessing: is a solid choice where you gain initiative and it's a huge boon for clerics and acting on a first turn can change the tide of battle or you can use it on your slower allies or someone strong like your marital fighter like the barbarian or paladin that they can act on the first turn.
Channel Divinity: Twilight Sanctuary: is powerful if you are fighting a monster that gives you charmed or frightened or you can grant them 1d8 temporary hitpoints it's not much but you can save one of your allies in a pinch.
let say your ally have 50hp + 8temphp so total of 58hp and the enemy deals 50 damage and the temporary health will take it away and giving them sliver of heath.
Also tell me what ratio you want to multiclass Ranger/Cleric
I suggest you get your ranger up to 9th level you get you haste and you multiclass into cleric to get your Channel Divinity options
Ranger 9/Cleric 2
Ranger 8/ Cleric 3
Ranger 7/ Cleric 4
So Trickster Clerics are more utility based more on the stealth, social aspects of it. Twilight is more suit for combat and especially in night time combat where it relies on fighting in the dark. hope this helps dude
Combat wise i am pretty stacked tbh (favored foe, haste, melee attacks as actions, planar warrior a or smites for BA. Thats why trickery appealed to me so much. Twilight just hits the theme very well for sehanine as my goddesss of choice and has good der defensive mechanics and utility against invisible creatures.
Trickery Domain is highly underrated, in my opinion. They have a strongest spell list in the game by a wide margin. Most of the areas in which they're weak aren't the Cleric's forte anyway, with the exception of their channel divinity. Theirs is decent, and you can do a lot with it if you're creative, but it's not a powerhouse. But Mirror Image, Pass Without Trace, Dispel Magic, Dimension Door, Polymorph, Dominate Person... these are all great additions, and casting spells is your primary job.
Yeah but spell casting will not be my primary focus. I will be a melee character and more ranger than cleric tbh. The non concentration spells from trickery are compelling but the ability to support with twilight will be better and i have good ranged options. further it fits my RP better.
Yeah but spell casting will not be my primary focus. I will be a melee character and more ranger than cleric tbh. The non concentration spells from trickery are compelling but the ability to support with twilight will be better and i have good ranged options. further it fits my RP better.
What are you looking to get out of it? Cleric won’t do much for you with melee. War Cleric Will give you very limited uses of an attack as a bonus action. Any 3rd level Cleric can give you spiritual weapon, an attack spell that uses your bonus action. With the combination you are going to have a lot of competition to use your bonus action.
if you want to improve your melee, maybe a Dex-based Fighter for obvious reasons, or Rogue for sneak attack (and other reasons, it mixes well with Rangers.)
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Sincerely Me
I like the direction that you are thinking with this.
Do remember that Spirit Guardians will compete with Hunters Mark and any other concentration spells, like haste. It may not lessen your damage any, but your melee attacks will be weaker. I believe the same will be true of any Smite style spells and Favored Foe post Tasha's. If you keep pre Tasha's Favored Foe, that'll be different of course.
Twilight appears to be a fantastic support base for cleric, particularly in parties with a lack of night vision with some characters. I also like the thematic mesh with Horizon Walker. It gives it more of a guardian against all things unseen vibe.
Edit: Also keep in mind that Spirit Guardians deals it's damage on the creatures' turns, not on your turn. It won't do anything in conjunction with Distant Strikes. However, if you are in the middle of a pack of enemies that are close enough to distant strike through, you'll likely get some decent damage that way and the speed reduction will be lovely.
Something else to consider, Shadow Monk. It won't fill the same support functionality as Cleric, but the teleporty aspect would be enhanced. I'm not expecting that to be a big seller, but it's worth a look.
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Sincerely Me
I like the direction that you are thinking with this.
Do remember that Spirit Guardians will compete with Hunters Mark and any other concentration spells, like haste. It may not lessen your damage any, but your melee attacks will be weaker. I believe the same will be true of any Smite style spells and Favored Foe post Tasha's. If you keep pre Tasha's Favored Foe, that'll be different of course.
Twilight appears to be a fantastic support base for cleric, particularly in parties with a lack of night vision with some characters. I also like the thematic mesh with Horizon Walker. It gives it more of a guardian against all things unseen vibe.
Edit: Also keep in mind that Spirit Guardians deals it's damage on the creatures' turns, not on your turn. It won't do anything in conjunction with Distant Strikes. However, if you are in the middle of a pack of enemies that are close enough to distant strike through, you'll likely get some decent damage that way and the speed reduction will be lovely.
Something else to consider, Shadow Monk. It won't fill the same support functionality as Cleric, but the teleporty aspect would be enhanced. I'm not expecting that to be a big seller, but it's worth a look.
Oddly enough i am not as incline to take HM.
FF does the job so far and it is a free action that stacks with planar warrior. So i am happy with it. Although concentration sucks.
It will take a while before i will be able to distant strike with conjuction of SG. So i dont wrap my head arround it so far. But it will be surely a surprizing combo.
No shadowmonk for the same reasons why i take no rogue levels. It just doesn't fit the character.
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Sincerely Me
I like the direction that you are thinking with this.
Do remember that Spirit Guardians will compete with Hunters Mark and any other concentration spells, like haste. It may not lessen your damage any, but your melee attacks will be weaker. I believe the same will be true of any Smite style spells and Favored Foe post Tasha's. If you keep pre Tasha's Favored Foe, that'll be different of course.
Twilight appears to be a fantastic support base for cleric, particularly in parties with a lack of night vision with some characters. I also like the thematic mesh with Horizon Walker. It gives it more of a guardian against all things unseen vibe.
Edit: Also keep in mind that Spirit Guardians deals it's damage on the creatures' turns, not on your turn. It won't do anything in conjunction with Distant Strikes. However, if you are in the middle of a pack of enemies that are close enough to distant strike through, you'll likely get some decent damage that way and the speed reduction will be lovely.
Something else to consider, Shadow Monk. It won't fill the same support functionality as Cleric, but the teleporty aspect would be enhanced. I'm not expecting that to be a big seller, but it's worth a look.
Oddly enough i am not as incline to take HM.
FF does the job so far and it is a free action that stacks with planar warrior. So i am happy with it. Although concentration sucks.
It will take a while before i will be able to distant strike with conjuction of SG. So i dont wrap my head arround it so far. But it will be surely a surprizing combo.
No shadowmonk for the same reasons why i take no rogue levels. It just doesn't fit the character.
That's fair enough about the shadow monk. Just remember that you don't have to flavor it as being sneaky, just flavored as more teleportation with a twilight flavor. The extra attacks might come in handy from time to time as well. It wouldn't be a regular thing, but being able to get multiple smaller attacks can sometimes be better than bumping the damage on a few attacks. Again, it wasn't anything that I thought would be chosen, but it was close enough that I thought I'd mention it. You know better than I do what the character has been doing and what fits their story.
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Sincerely Me
I like the direction that you are thinking with this.
Do remember that Spirit Guardians will compete with Hunters Mark and any other concentration spells, like haste. It may not lessen your damage any, but your melee attacks will be weaker. I believe the same will be true of any Smite style spells and Favored Foe post Tasha's. If you keep pre Tasha's Favored Foe, that'll be different of course.
Twilight appears to be a fantastic support base for cleric, particularly in parties with a lack of night vision with some characters. I also like the thematic mesh with Horizon Walker. It gives it more of a guardian against all things unseen vibe.
Edit: Also keep in mind that Spirit Guardians deals it's damage on the creatures' turns, not on your turn. It won't do anything in conjunction with Distant Strikes. However, if you are in the middle of a pack of enemies that are close enough to distant strike through, you'll likely get some decent damage that way and the speed reduction will be lovely.
Something else to consider, Shadow Monk. It won't fill the same support functionality as Cleric, but the teleporty aspect would be enhanced. I'm not expecting that to be a big seller, but it's worth a look.
Oddly enough i am not as incline to take HM.
FF does the job so far and it is a free action that stacks with planar warrior. So i am happy with it. Although concentration sucks.
It will take a while before i will be able to distant strike with conjuction of SG. So i dont wrap my head arround it so far. But it will be surely a surprizing combo.
No shadowmonk for the same reasons why i take no rogue levels. It just doesn't fit the character.
That's fair enough about the shadow monk. Just remember that you don't have to flavor it as being sneaky, just flavored as more teleportation with a twilight flavor. The extra attacks might come in handy from time to time as well. It wouldn't be a regular thing, but being able to get multiple smaller attacks can sometimes be better than bumping the damage on a few attacks. Again, it wasn't anything that I thought would be chosen, but it was close enough that I thought I'd mention it. You know better than I do what the character has been doing and what fits their story.
Ouu dont worry about it.
Would still be a cool choice for teleportation heavy builds.
I mean a fey wanderer that is touched by the unsealy court could go shadow monk/fey wanderer multiclass and be easily the most mobile character to date.
Actually a concept i might save for later^^
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Greetings
I am currently playing a HW ranger and wanna go with it to level 11 until i will MC into cleric.
I use the CFV for ranger/ tashas feature when they come out.
I am looking for advice what domain is better in regards of spells and features for a melee character.
Twilight seems to have better features but trickery has the better spell list especially for a melee character and the lack of concentration spells.
Thus i look for a second opinion.
Cheers.
Has War Domain occurred to you?
Storm domain is good too, not as good as war though when it comes to melee but I like storm stuff
Does not fit thematically nor RP wise.
Otherwise i did considered both war and storm, although i cannot get a lot of use for heavy armor (strength of 10).
My ranger is a follower of Sehanine thus twilight and trickery are the domains i choose to be the most fitting.
Let compare both Twilight & Trickery domains of their subclass feature and their spell list.
Trickery Domains
Their spell is good and have some great utility to it, this cleric is not combat purpose and it mostly for stealth and social aspect of the game if your campaign is most exploring and socializing with people.
Blessing of the Trickster: is solid good if you and party is planning on doing stealth missions and such and you can recast it again as many times you want its last up to 1 hour. most stealth missions are pretty short but it's depends to dm to dm on how long you want to prolong of the stealth missions.
Channel Divinity: Invoke Duplicity: Their channel divinity options is great, where your illusion can cast from its space and if your within 5ft of it you gain advantage to the attack rolls but it's concertation to maintain the illusion you can set up.
Twilight Domain(UA) Tasha's will come out so I will be UA next to it until wizards release it.
Their spell options is pretty good, Faerie Fire is a good choice, giving you and your allies advantage to attack rolls and they can't be invisible. I've played a twilight cleric up to level 20 and so far it's a pretty fun class and i enjoy using their spell list. I mostly use their aura spells and it save a lot of people and redact the monster's damage. pick this if you want a bit of power/healing if your near with allies.
Eyes of Night: is soo powerful and good, if your playing a race that don't have darkvision and you can see in dim light as if it were bright light and in darkness as if it were dim light and you share it among your allies sharing the same eyes with you.
Vigilant Blessing: is a solid choice where you gain initiative and it's a huge boon for clerics and acting on a first turn can change the tide of battle or you can use it on your slower allies or someone strong like your marital fighter like the barbarian or paladin that they can act on the first turn.
Channel Divinity: Twilight Sanctuary: is powerful if you are fighting a monster that gives you charmed or frightened or you can grant them 1d8 temporary hitpoints it's not much but you can save one of your allies in a pinch.
let say your ally have 50hp + 8temphp so total of 58hp and the enemy deals 50 damage and the temporary health will take it away and giving them sliver of heath.
Also tell me what ratio you want to multiclass Ranger/Cleric
I suggest you get your ranger up to 9th level you get you haste and you multiclass into cleric to get your Channel Divinity options
Ranger 9/Cleric 2
Ranger 8/ Cleric 3
Ranger 7/ Cleric 4
So Trickster Clerics are more utility based more on the stealth, social aspects of it. Twilight is more suit for combat and especially in night time combat where it relies on fighting in the dark. hope this helps dude
Very good run down thx.
I wanna go HW 11/cleric 9.
Combat wise i am pretty stacked tbh (favored foe, haste, melee attacks as actions, planar warrior a or smites for BA. Thats why trickery appealed to me so much. Twilight just hits the theme very well for sehanine as my goddesss of choice and has good der defensive mechanics and utility against invisible creatures.
New update:
Because of RP and just the general flavor of the subclass i choose twilight.
I will probably go for 2 levels of cleric after i get extra attack and then go back to ranger for a while. And evaluate my build choices from there.
Trickery Domain is highly underrated, in my opinion. They have a strongest spell list in the game by a wide margin. Most of the areas in which they're weak aren't the Cleric's forte anyway, with the exception of their channel divinity. Theirs is decent, and you can do a lot with it if you're creative, but it's not a powerhouse. But Mirror Image, Pass Without Trace, Dispel Magic, Dimension Door, Polymorph, Dominate Person... these are all great additions, and casting spells is your primary job.
Yeah but spell casting will not be my primary focus. I will be a melee character and more ranger than cleric tbh. The non concentration spells from trickery are compelling but the ability to support with twilight will be better and i have good ranged options. further it fits my RP better.
What are you looking to get out of it? Cleric won’t do much for you with melee. War Cleric Will give you very limited uses of an attack as a bonus action. Any 3rd level Cleric can give you spiritual weapon, an attack spell that uses your bonus action. With the combination you are going to have a lot of competition to use your bonus action.
if you want to improve your melee, maybe a Dex-based Fighter for obvious reasons, or Rogue for sneak attack (and other reasons, it mixes well with Rangers.)
Reason why i want to MC at all:
Generally i dont get a lot from higher ranger levels that suit my taste so i always wanted to multiclass. Initially i wanted to basically build a teleporty/nightcrawler build (thus the trickery domain). Then it evolved together with my character concept over time.
Further i didnt wanted to make a ranged ranger. Thus i opted for a melee build instead which is complemented by many possible mc options.
Reason why cleric:
Why no rogue? We have a whisper bard in our group that plans on taking some rogue levels after level 5/6 because he really likes the new soulknife and he is our skill monkey. So for one part i didnt wanted to take his limelight and second i did not fit the vision i had for my character which faces problems more head on than sneaking arround.
Why no fighter? Because i wouldn't get out of fighter except maybe 2-3 levels which wouldn't change my characters playstyle by a lot and it wouldn't feel like a progression in development tbh. Mechanically it would be fine. It just didnt jam with me tbh.
Why cleric?
1.Backstory reasons. Following a mothers footsteps.
2. Utility and support (we have no dedicated healer in our group, its split between me and the bard atm, and i want to give our bard more opportunity for offense for his RP sake)
3. More spell slots for mysty steps, haste, cure wounds, silence etc. You name it.
4. Ritual casting
5. More AoE aka spirit guardians
6. Generally RP reasons besides backstory
7. Better ranges options than throwing darts
And why twilight and not trickery?
Although i really would benefit more from the spell list of trickery, it is just to good to ignore the CD of twilight plus the fantastic support options it comes with.
I can give darkvision to our human fighter, i can temporarily fly and i will get access to fantastic buff/support options to help out my party.
Plus similarly hy no rogue: My ranger is more of a pseudo (really not charismatic) paladin than the sneaky type. So i wanted to give it a more mystical/magical twist that couldnt be provided by any roguish archetype
So thats why i have decided to take a twilight cleric MC starting after i get extra attack (2 levels at first and then we will see).
Edit: i know i said casting will not be my primary focus. I want to correct that to: casting will not be my primary source of damage. But my primary source of utility and support to complement the rest of my melee character.
Sincerely Me
I like the direction that you are thinking with this.
Do remember that Spirit Guardians will compete with Hunters Mark and any other concentration spells, like haste. It may not lessen your damage any, but your melee attacks will be weaker. I believe the same will be true of any Smite style spells and Favored Foe post Tasha's. If you keep pre Tasha's Favored Foe, that'll be different of course.
Twilight appears to be a fantastic support base for cleric, particularly in parties with a lack of night vision with some characters. I also like the thematic mesh with Horizon Walker. It gives it more of a guardian against all things unseen vibe.
Edit: Also keep in mind that Spirit Guardians deals it's damage on the creatures' turns, not on your turn. It won't do anything in conjunction with Distant Strikes. However, if you are in the middle of a pack of enemies that are close enough to distant strike through, you'll likely get some decent damage that way and the speed reduction will be lovely.
Something else to consider, Shadow Monk. It won't fill the same support functionality as Cleric, but the teleporty aspect would be enhanced. I'm not expecting that to be a big seller, but it's worth a look.
Oddly enough i am not as incline to take HM.
FF does the job so far and it is a free action that stacks with planar warrior. So i am happy with it. Although concentration sucks.
It will take a while before i will be able to distant strike with conjuction of SG. So i dont wrap my head arround it so far. But it will be surely a surprizing combo.
No shadowmonk for the same reasons why i take no rogue levels. It just doesn't fit the character.
That's fair enough about the shadow monk. Just remember that you don't have to flavor it as being sneaky, just flavored as more teleportation with a twilight flavor. The extra attacks might come in handy from time to time as well. It wouldn't be a regular thing, but being able to get multiple smaller attacks can sometimes be better than bumping the damage on a few attacks. Again, it wasn't anything that I thought would be chosen, but it was close enough that I thought I'd mention it. You know better than I do what the character has been doing and what fits their story.
Ouu dont worry about it.
Would still be a cool choice for teleportation heavy builds.
I mean a fey wanderer that is touched by the unsealy court could go shadow monk/fey wanderer multiclass and be easily the most mobile character to date.
Actually a concept i might save for later^^