When half your party is Held by a turbolich? pretty damn.
That and Extract Name isn't the only way to get something's name. A huge, deadly threat like an adult/ancient dragon is often a known quantity; some basic research will net you the critter's name without any WIS save required.
The Onomancy School for Wizards hearkens back to fairy tales and other mythologies about powerful creatures who can only be defeated by uttering their name. Even for fantasy literature, sometimes you may find a character whom can't be bound by the given name they've had their whole life but instead by some name meant only for the scrolls of the gods to read. That is what the Onomancer's ability to discern a True Name is: a way to trick the divine into giving up a name carved into a creature's very being. And that is all I can say for the Onomancy School.
Wildfire Circle for Druids is very flavorful and interesting. At the highest levels, it's more akin to a Druid who worships the Phoenix as a symbol of the cycle of life. That in itself is stylish as hell, but then the mechanics of a Fire-focused Druid are something that GMs would have to really think about how to handle. Most interpretations of a Druid involve either a heavy animal focus or just a tree growing guy with some other magic powers. Having one that has incentive to overly specialize their magic towards burning or healing is in some ways almost anathema to standard Druidic practices in D&D.
And now we come to the Twilight Domain for Cleric. First, let me just say that at least this Cleric can perform the ultimate insult to all Vampires by casting Faerie Fire on it. Putting that out there for anyone who wants to antagonize Strahd or Dracula. Second, we finally have a thematic domain for a Dark God that isn't necessarily a favorite of Evil Gods. It's been pointed out that a lot of Moon deities can be put in this umbrella, and they're right. But going deeper into the deities and mythologies that are created around them, there are Good or Neutral Gods who are associated with nighttime or other instances of darkness or shade. As such, the Domain has a thematic reason for being. I doubt that all of its features will remain as is, but the Twilight Domain itself seems likely to make it into a book in some fashion.
As an aside, I'm surprised nobody made the obvious joke for the Twilight Cleric and its connection to Moon Deities. "In the Name of the Moon ..."
A race getting dark vision is a big deal, races that don't get it, get something big in return, like a free feat for a V human. This Cleric not only get DV, but can give it to his whole party. Even at Wis 16 he can give it for 300 turns. Obviously you will never fight 300 turns on any day.
They also can give unlimited advantages on initiative. Again, huge.
Hvy armor and martial weapons
This is all at lvl 1
Lvl 2 - 10 turns of d8 healing per turn, to basically a whole party. Let's say a 6 person party , that's 60 turns of d8 healing. MANY people think healing spirit is OP, and this is much better without even using a spell slot.
Then flying.... Are you kidding ?!
Later they can cast magic darkness and give the whole party ability to see through magic darkness. So anything that's cant see through magic darkness is helpness against the party.
Compare all that to any other cleric.
If you can see that that's OP, I don't know what to tell ya.
That Cleric needs to be beaten with the nurf bat. And this is coming from a cleric player.
I don't think so. What makes you say that?
A race getting dark vision is a big deal, races that don't get it, get something big in return, like a free feat for a V human. This Cleric not only get DV, but can give it to his whole party. Even at Wis 16 he can give it for 300 turns. Obviously you will never fight 300 turns on any day.
They also can give unlimited advantages on initiative. Again, huge.
Hvy armor and martial weapons
This is all at lvl 1
Lvl 2 - 10 turns of d8 healing per turn, to basically a whole party. Let's say a 6 person party , that's 60 turns of d8 healing. MANY people think healing spirit is OP, and this is much better without even using a spell slot.
Then flying.... Are you kidding ?!
Later they can cast magic darkness and give the whole party ability to see through magic darkness. So anything that's cant see through magic darkness is helpness against the party.
Compare all that to any other cleric.
If you can see that that's OP, I don't know what to tell ya.
Okay wow these are coming out pretty regularly. If they are vamping up to a new book, i really do hope it as at least 2 options for each class [especially the wizard] cause sparse and inconsistent supplements in setting books is kinda annoying to me. Anyway, now for my thoughts....
Twilight Domain
I really love this domain, even if it does seem like its attempting to basically make a better version of the Trickery Domain (a disappointing yet favored one), all the way down to god selection, better proficiency, spell list and divine strike. Im not actually mad about that though, cause this one looks like it could be my new go to anyway.
My only problem with it, this is extremely overpowered especially early on (not combat overpowered necessarily but in ever other aspect yes) and i can hear the pained wail of DMs all over the world at thought that this could be official content. The unrestricted darkvision at all times is soo annoying to deal with and the ability to give advantage on Initiative at anytime is gonna be annoying cause if its always on the party rogue even the most dexterous enemy will almost never go first.
As for the channel divinity, im not sure why after the made 'Healing Spirit', one of the most overpowered official spell of all time, and make something very similar and think that its fine. Yes i know they are temporary but at 2nd level that basically saves you from anything.
But after the over powered early game, it turns into kinda underwhelming late game, but ill elaborate if necessary later.
Circle of Wildfire
Also a super cool subclass, but unlike the cleric, is a little bit less similar to things that already exists. Except for the fact that it seems to be a very similar template to the spores druid, but i feel as though its just different enough that the subclasses dont mechanically step on each others toes
I only have a bit of confusion about the 'Flames of Life' feature. It say that "primal flames spring from the body. When a creature you can see touches these flames the creature regains hit points or takes damage". It doesnt exactly sat how a creature is supposed to touch it, or if it has any sort of range to be able to instantly hit a creature to activate the damage/heal. If they do have to move to the area themselves and touch it, i dont see why it doesnt only heal cause i cant imagine an enemy willingly touching it.
Onomancy
Definitely not what i was expecting from a new wizard subclass, and its.... interesting. Not good or bad just interesting.
The true naming mechanic is interesting, but this entire subclass is based on the idea that you need to know a creatures true name, but i see a few glaring issue with how it is presented here;
1) It relies on a creature failing on a save and being able to be charmed, which later on just wont be probable, or at the least, highly inconsistent. Not to mention you have a maximum of 5 of these uses at any given time.
2) Some feature are focused on supporting allies with utility or damaging and disabling enemies, and i really like the direction of this subclass. However you are basically guaranteed to know your allies true names, and as stated in #1, knowing your enemies true name is no where near guaranteed or even all that likely depending on the level you are playing at
3) Resonants are super cool! however i feel like you almost cant use them enough? im not sure that part def requires testing, but i hate that the entire 10th level feature is just, MOURE. A part of the resonants themselves should be gaining more and 10 should give you something that doesnt exactly rely on the Naming so that the class can have some extra stuff it can accomplish without needing to used the 2nd level feature.
4) Nice feature but again relies on naming which can really hurt you in the long run.
i'm not really convinced the twilight domain is overpowered per se. but it definitely seems a bit front loaded. god wizards will go crazy with this
Maybe i didnt quite clerify. I do believe its a bit over tuned early on, but as a DM dealing with this is gonna be such a headache for making any sore of night or dark based puzzle or encounter and the way its written the opinion of most dms ive seen is they wouldnt let their players be this
I agree, as a DM I would not allow this Cleric without some serious nerf. As a player I would self nerf. Dark vision same distance as elf, and can not give it to party members (that's just crazy). That initiative advantage...maybe # of times = Wis modifier. That healing sphere definitely needs to be nerffed, but I haven't thought about how yet. That 17th lvl thing...forget about it.
Okay, here's my take on the mechanical things of the Twilight Domain that likely will be adjusted or excised from a final build. Not necessarily what I'd want, but what are the most probable changes that could be made based on feedback and playtesting.
First, Eyes of Night. The unlimited range Darkvision could be a problem in itself, but a double range Darkvision should be fine. The ability to grant that vision to others will also likely receive a nerf. Options on modifying this include: Reducing the duration to 1 minute or reducing the number of party members affected to around the Cleric's Wisdom modifier.
Second, Vigilant Blessing will likely be removed from the final build. The only other option is to limit the number of times you can do this to your Wisdom mod, but I suspect it and Eyes of Night were both put in so the players will decide on which to keep. Vigilant Blessing is simply the easiest choice to remove.
Third, Steps of the Brave. The flight capability might get a restriction to natural dim light or darkness. As is, I can see the Twilight Cleric casting Darkness just to create a bubble they can fly across the surface of. Making it a situation of a natural phenomenon only is similar but not equivalent to the Tempest Cleric's flight restrictions.
As for the things I suspect won't be changed: Armor/Weapon proficiency is fairly standard for a number of Cleric builds, and does not seem likely to be removed unless they want to go the caster route. Twilight Sanctuary is an excellent ability, and borders on the overpowered. There is no scaling on its effect, and the Cleric has a say on when the bubble will grant a benefit. Those appear to be enough for me to classify this as only superficially OP at early levels. Divine Strike is under the same blanket as the Armor/Weapon proficiency, as one tends to follow the other. And the Midnight Shroud ability has enough limitations on it as written that I don't see a reason why they'd modify it. It seems like an ability put late enough that it most likely will be a situation way to circumvent minions more than anything.
I see a lot of people calling the cleric game breaking, which I don't personally think so. What I think is game breaking is the druid. A good amount of their abilities aren't overpowered in the least, and all of them have cool flare. But their level 14 ability can give them 100 temporary hit points instead of dying when they reach level 20. They can also do 40 damage to whatever killed them and some others. While they can succeed the saving throw, and you can roll 1's on damage, a level 20 druid still gets 11 revenge damage at the lowest. 22 if they didn't succeed the throw. I think this is really strong, because even the celestial warlock's searing vengeance gets a lot less health, and damage. Their damage could even be negative if you put your stats in badly enough. The redeeming factor to searing vengeance is its blindness. Even then, the druid class has more spell slots than a warlock, and can heal themselves after getting the temporary hit points.
I think wildfire druid needs a haaaaard nerf on their 14th level ability. I love the subclass otherwise.
Honestly, I could see them cutting eyes of night down to 120 foot darkvision. Unlimited isn't exactly game breaking, but it is extreme. There isnt a problem with anything else about it. Other than range, it isn't much more powerful than dancing lights.
Vigilant blessing only gives 1 creature advantage on initiative at a time. This is a pretty powerful effect (especially before level 3), but literally only effects 1 creature's impact on 1 round. I don't think this is overpowered.
Comparing CD: Twilight Sanctuary to healing spirit is a massive exaggeration. It is a more like an AOE false life every turn. I could definitely see the range being reduced to half to balance it.
Steps of the brave could actually be a problem. Sure it eats you BA every turn, but is potentially unlimited flight at level 6. It doesn't even by RAW require you to stay out of bright light after activation. I think a mandatory landing each turn (basically make it last 1 turn instead of 2) would balance it.
And midnight shroud is closer to being too weak rather than too strong. It is still useful, but only for making easy fights easier. Any monster if significant challenge at that level would have a way to see through or dispel it.
Steps of the brave could actually be a problem. Sure it eats you BA every turn, but is potentially unlimited flight at level 6. It doesn't even by RAW require you to stay out of bright light after activation. I think a mandatory landing each turn (basically make it last 1 turn instead of 2) would balance it.
And midnight shroud is closer to being too weak rather than too strong. It is still useful, but only for making easy fights easier. Any monster if significant challenge at that level would have a way to see through or dispel it.
The flight mechanic, I feel, is well enough without having to touch down to on the ground every so often to sustain it...the risk that comes from raising yourself up in pseudo-flight is easily overcome by a clever DM who would find a way to interrupt the Twilight Cleric's dim light or darkness resource.
When that cleric falls after failing Steps of the Brave, and hits the ground HARD...well, they won't feel so brave anymore.
I suppose I am a tad bias in favor of the flight, though...listing Hermes as a god had me imagining a fleet-footed cleric who steps on the air itself.
The Midnight Shroud was immediately a combat boost...advantage on attacks for allies, disadvantage for everyone else.
But then I thought about the social implications of a group of adventurers who are able to temporarily blind everyone...like say, a group of thieves who rob an entire group of nobles while the guards fumble clumsily around in the dark.
Comparing CD: Twilight Sanctuary to healing spirit is a massive exaggeration. It is a more like an AOE false life every turn.
How is comparing twilight sanctuary to healing spirit a "massive exaggeration" ?
TS give d8 hp (it really doesn't matter that they are temporary, HS only d6. TS is 30' HS only 5'. HS uses a spell slot. TS doesn't. HS requires concentration. TS does not.
In what way is TS not only as good, but better then HS ?? (which many people think, is already a very OP spell. So much so, that I have read/watched 3 different ways that people suggest nerffing it. One of them being from Jeremy Crawford himself)
Comparing CD: Twilight Sanctuary to healing spirit is a massive exaggeration. It is a more like an AOE false life every turn.
How is comparing twilight sanctuary to healing spirit a "massive exaggeration" ?
TS give d8 hp (it really doesn't matter that they are temporary, HS only d6. TS is 30' HS only 5'. HS uses a spell slot. TS doesn't. HS requires concentration. TS does not.
In what way is TS not only as good, but better then HS ?? (which many people think, is already a very OP spell)
Additionally, Twilight Shroud clears all charm and fear effects , At Level TWO. It doesnt just give you advantage pr a bonus to the save it just straight up says “nope these aren't a problem for basically the rest of the campaign” which is another aspect of this cleric that prevents a DM from pretty much using whole mechanics cause this class counters them completely
When half your party is Held by a turbolich? pretty damn.
That and Extract Name isn't the only way to get something's name. A huge, deadly threat like an adult/ancient dragon is often a known quantity; some basic research will net you the critter's name without any WIS save required.
Please do not contact or message me.
The Onomancy School for Wizards hearkens back to fairy tales and other mythologies about powerful creatures who can only be defeated by uttering their name. Even for fantasy literature, sometimes you may find a character whom can't be bound by the given name they've had their whole life but instead by some name meant only for the scrolls of the gods to read. That is what the Onomancer's ability to discern a True Name is: a way to trick the divine into giving up a name carved into a creature's very being. And that is all I can say for the Onomancy School.
Wildfire Circle for Druids is very flavorful and interesting. At the highest levels, it's more akin to a Druid who worships the Phoenix as a symbol of the cycle of life. That in itself is stylish as hell, but then the mechanics of a Fire-focused Druid are something that GMs would have to really think about how to handle. Most interpretations of a Druid involve either a heavy animal focus or just a tree growing guy with some other magic powers. Having one that has incentive to overly specialize their magic towards burning or healing is in some ways almost anathema to standard Druidic practices in D&D.
And now we come to the Twilight Domain for Cleric. First, let me just say that at least this Cleric can perform the ultimate insult to all Vampires by casting Faerie Fire on it. Putting that out there for anyone who wants to antagonize Strahd or Dracula. Second, we finally have a thematic domain for a Dark God that isn't necessarily a favorite of Evil Gods. It's been pointed out that a lot of Moon deities can be put in this umbrella, and they're right. But going deeper into the deities and mythologies that are created around them, there are Good or Neutral Gods who are associated with nighttime or other instances of darkness or shade. As such, the Domain has a thematic reason for being. I doubt that all of its features will remain as is, but the Twilight Domain itself seems likely to make it into a book in some fashion.
As an aside, I'm surprised nobody made the obvious joke for the Twilight Cleric and its connection to Moon Deities. "In the Name of the Moon ..."
That Cleric needs to be beaten with the nurf bat. And this is coming from a cleric player.
I don't think so. What makes you say that?
When will these be put into dndbeyond itself like the Warlock and Barbarian ones?
.
A race getting dark vision is a big deal, races that don't get it, get something big in return, like a free feat for a V human. This Cleric not only get DV, but can give it to his whole party. Even at Wis 16 he can give it for 300 turns. Obviously you will never fight 300 turns on any day.
They also can give unlimited advantages on initiative. Again, huge.
Hvy armor and martial weapons
This is all at lvl 1
Lvl 2 - 10 turns of d8 healing per turn, to basically a whole party. Let's say a 6 person party , that's 60 turns of d8 healing. MANY people think healing spirit is OP, and this is much better without even using a spell slot.
Then flying.... Are you kidding ?!
Later they can cast magic darkness and give the whole party ability to see through magic darkness. So anything that's cant see through magic darkness is helpness against the party.
Compare all that to any other cleric.
If you can see that that's OP, I don't know what to tell ya.
A race getting dark vision is a big deal, races that don't get it, get something big in return, like a free feat for a V human. This Cleric not only get DV, but can give it to his whole party. Even at Wis 16 he can give it for 300 turns. Obviously you will never fight 300 turns on any day.
They also can give unlimited advantages on initiative. Again, huge.
Hvy armor and martial weapons
This is all at lvl 1
Lvl 2 - 10 turns of d8 healing per turn, to basically a whole party. Let's say a 6 person party , that's 60 turns of d8 healing. MANY people think healing spirit is OP, and this is much better without even using a spell slot.
Then flying.... Are you kidding ?!
Later they can cast magic darkness and give the whole party ability to see through magic darkness. So anything that's cant see through magic darkness is helpness against the party.
Compare all that to any other cleric.
If you can see that that's OP, I don't know what to tell ya.
Okay wow these are coming out pretty regularly. If they are vamping up to a new book, i really do hope it as at least 2 options for each class [especially the wizard] cause sparse and inconsistent supplements in setting books is kinda annoying to me. Anyway, now for my thoughts....
Twilight Domain
I really love this domain, even if it does seem like its attempting to basically make a better version of the Trickery Domain (a disappointing yet favored one), all the way down to god selection, better proficiency, spell list and divine strike. Im not actually mad about that though, cause this one looks like it could be my new go to anyway.
My only problem with it, this is extremely overpowered especially early on (not combat overpowered necessarily but in ever other aspect yes) and i can hear the pained wail of DMs all over the world at thought that this could be official content. The unrestricted darkvision at all times is soo annoying to deal with and the ability to give advantage on Initiative at anytime is gonna be annoying cause if its always on the party rogue even the most dexterous enemy will almost never go first.
As for the channel divinity, im not sure why after the made 'Healing Spirit', one of the most overpowered official spell of all time, and make something very similar and think that its fine. Yes i know they are temporary but at 2nd level that basically saves you from anything.
But after the over powered early game, it turns into kinda underwhelming late game, but ill elaborate if necessary later.
Circle of Wildfire
Also a super cool subclass, but unlike the cleric, is a little bit less similar to things that already exists. Except for the fact that it seems to be a very similar template to the spores druid, but i feel as though its just different enough that the subclasses dont mechanically step on each others toes
I only have a bit of confusion about the 'Flames of Life' feature. It say that "primal flames spring from the body. When a creature you can see touches these flames the creature regains hit points or takes damage". It doesnt exactly sat how a creature is supposed to touch it, or if it has any sort of range to be able to instantly hit a creature to activate the damage/heal. If they do have to move to the area themselves and touch it, i dont see why it doesnt only heal cause i cant imagine an enemy willingly touching it.
Onomancy
Definitely not what i was expecting from a new wizard subclass, and its.... interesting. Not good or bad just interesting.
The true naming mechanic is interesting, but this entire subclass is based on the idea that you need to know a creatures true name, but i see a few glaring issue with how it is presented here;
1) It relies on a creature failing on a save and being able to be charmed, which later on just wont be probable, or at the least, highly inconsistent. Not to mention you have a maximum of 5 of these uses at any given time.
2) Some feature are focused on supporting allies with utility or damaging and disabling enemies, and i really like the direction of this subclass. However you are basically guaranteed to know your allies true names, and as stated in #1, knowing your enemies true name is no where near guaranteed or even all that likely depending on the level you are playing at
3) Resonants are super cool! however i feel like you almost cant use them enough? im not sure that part def requires testing, but i hate that the entire 10th level feature is just, MOURE. A part of the resonants themselves should be gaining more and 10 should give you something that doesnt exactly rely on the Naming so that the class can have some extra stuff it can accomplish without needing to used the 2nd level feature.
4) Nice feature but again relies on naming which can really hurt you in the long run.
i'm not really convinced the twilight domain is overpowered per se. but it definitely seems a bit front loaded. god wizards will go crazy with this
Maybe i didnt quite clerify. I do believe its a bit over tuned early on, but as a DM dealing with this is gonna be such a headache for making any sore of night or dark based puzzle or encounter and the way its written the opinion of most dms ive seen is they wouldnt let their players be this
I agree, as a DM I would not allow this Cleric without some serious nerf. As a player I would self nerf. Dark vision same distance as elf, and can not give it to party members (that's just crazy). That initiative advantage...maybe # of times = Wis modifier. That healing sphere definitely needs to be nerffed, but I haven't thought about how yet. That 17th lvl thing...forget about it.
Okay, here's my take on the mechanical things of the Twilight Domain that likely will be adjusted or excised from a final build. Not necessarily what I'd want, but what are the most probable changes that could be made based on feedback and playtesting.
First, Eyes of Night. The unlimited range Darkvision could be a problem in itself, but a double range Darkvision should be fine. The ability to grant that vision to others will also likely receive a nerf. Options on modifying this include: Reducing the duration to 1 minute or reducing the number of party members affected to around the Cleric's Wisdom modifier.
Second, Vigilant Blessing will likely be removed from the final build. The only other option is to limit the number of times you can do this to your Wisdom mod, but I suspect it and Eyes of Night were both put in so the players will decide on which to keep. Vigilant Blessing is simply the easiest choice to remove.
Third, Steps of the Brave. The flight capability might get a restriction to natural dim light or darkness. As is, I can see the Twilight Cleric casting Darkness just to create a bubble they can fly across the surface of. Making it a situation of a natural phenomenon only is similar but not equivalent to the Tempest Cleric's flight restrictions.
As for the things I suspect won't be changed: Armor/Weapon proficiency is fairly standard for a number of Cleric builds, and does not seem likely to be removed unless they want to go the caster route. Twilight Sanctuary is an excellent ability, and borders on the overpowered. There is no scaling on its effect, and the Cleric has a say on when the bubble will grant a benefit. Those appear to be enough for me to classify this as only superficially OP at early levels. Divine Strike is under the same blanket as the Armor/Weapon proficiency, as one tends to follow the other. And the Midnight Shroud ability has enough limitations on it as written that I don't see a reason why they'd modify it. It seems like an ability put late enough that it most likely will be a situation way to circumvent minions more than anything.
I see a lot of people calling the cleric game breaking, which I don't personally think so. What I think is game breaking is the druid. A good amount of their abilities aren't overpowered in the least, and all of them have cool flare. But their level 14 ability can give them 100 temporary hit points instead of dying when they reach level 20. They can also do 40 damage to whatever killed them and some others. While they can succeed the saving throw, and you can roll 1's on damage, a level 20 druid still gets 11 revenge damage at the lowest. 22 if they didn't succeed the throw. I think this is really strong, because even the celestial warlock's searing vengeance gets a lot less health, and damage. Their damage could even be negative if you put your stats in badly enough. The redeeming factor to searing vengeance is its blindness. Even then, the druid class has more spell slots than a warlock, and can heal themselves after getting the temporary hit points.
I think wildfire druid needs a haaaaard nerf on their 14th level ability. I love the subclass otherwise.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Honestly, I could see them cutting eyes of night down to 120 foot darkvision. Unlimited isn't exactly game breaking, but it is extreme. There isnt a problem with anything else about it. Other than range, it isn't much more powerful than dancing lights.
Vigilant blessing only gives 1 creature advantage on initiative at a time. This is a pretty powerful effect (especially before level 3), but literally only effects 1 creature's impact on 1 round. I don't think this is overpowered.
Comparing CD: Twilight Sanctuary to healing spirit is a massive exaggeration. It is a more like an AOE false life every turn. I could definitely see the range being reduced to half to balance it.
Steps of the brave could actually be a problem. Sure it eats you BA every turn, but is potentially unlimited flight at level 6. It doesn't even by RAW require you to stay out of bright light after activation. I think a mandatory landing each turn (basically make it last 1 turn instead of 2) would balance it.
And midnight shroud is closer to being too weak rather than too strong. It is still useful, but only for making easy fights easier. Any monster if significant challenge at that level would have a way to see through or dispel it.
The flight mechanic, I feel, is well enough without having to touch down to on the ground every so often to sustain it...the risk that comes from raising yourself up in pseudo-flight is easily overcome by a clever DM who would find a way to interrupt the Twilight Cleric's dim light or darkness resource.
When that cleric falls after failing Steps of the Brave, and hits the ground HARD...well, they won't feel so brave anymore.
I suppose I am a tad bias in favor of the flight, though...listing Hermes as a god had me imagining a fleet-footed cleric who steps on the air itself.
The Midnight Shroud was immediately a combat boost...advantage on attacks for allies, disadvantage for everyone else.
But then I thought about the social implications of a group of adventurers who are able to temporarily blind everyone...like say, a group of thieves who rob an entire group of nobles while the guards fumble clumsily around in the dark.
How is comparing twilight sanctuary to healing spirit a "massive exaggeration" ?
TS give d8 hp (it really doesn't matter that they are temporary, HS only d6. TS is 30' HS only 5'. HS uses a spell slot. TS doesn't. HS requires concentration. TS does not.
In what way is TS not only as good, but better then HS ?? (which many people think, is already a very OP spell. So much so, that I have read/watched 3 different ways that people suggest nerffing it. One of them being from Jeremy Crawford himself)
Additionally, Twilight Shroud clears all charm and fear effects , At Level TWO. It doesnt just give you advantage pr a bonus to the save it just straight up says “nope these aren't a problem for basically the rest of the campaign” which is another aspect of this cleric that prevents a DM from pretty much using whole mechanics cause this class counters them completely
I dont really see what that has to do with the conversation of the balance of the subclass, but yes, i do know its still a wizard. Thanks.
But agreed, i feel like if they want to give it some supportish abilities they need to lean into it a bit more
Druids with fireball sound absolutely terrifying.