With the last Unearthed Arcana re-imagining several of the previous subclasses (Genie Warlock, Phantom Rogue, Scribe Wizard), I was curious which subclasses might get a similar re-imagining, and what subclasses might NEED a re-imagining.
I arrived at the "Twilight Domain" Cleric, partly because I can see this subclass being among the most popular, and partly because it was heavily-scrutinized at its release.
There were several reasons why this particular subclass was criticized...the first was its "Eyes of Night" feature that it got right at Level 1. This feature bestowed a a far-reaching darkvision to the cleric and pretty much every member of their party, which rubbed a lot of people the wrong way (specifically, DMs).
The feature essentially trivialized scenarios where natural darkness would create suspense, or cause ambushes to the party.
While this feature made sense thematically to a cleric who provides sanctuary in the darkness, if Wizards of the Coast chooses to adjust mechanics, I'd probably switch this feature to something else...I would probably give the cleric the ability to see through magical darkness (as an action), and restrict this feature to the cleric alone (or maybe bestow it to 1 party member).
This makes sense thematically (giving the cleric a supernatural edge in all kinds of darkness), and it also isn't an uncommon feature, a mechanic that is seen in the "Shadow" Sorcerer and certain types of Warlocks.
I'd also probably reduce the "Heavy Armor" proficiency down to "Medium Armor" proficiency...something about a cleric who maneuvers through the shadows in clunky heavy armor doesn't seem thematically right.
It was the Twilight Cleric's second-level ability, Twilight Sanctuary, that alarmed some people: This Channel Divinity provided an aura which bestowed 1d8 Temporary HP to any ally that ended its turn within the aura, plus the removal of a charm or fear effect.
People were worried that a no-concentration aura that gave continuous Temporary HP might be a bit unbalanced at early-levels of play...and I can see the concern.
I really enjoy the removal of Charm & Fear effects, as this is a big thematic part of what the Twilight Cleric does...providing hope in dark places. If Wizards of the Coast chooses to re-visit the subclass, I would keep the ability to remove the Charm & Fear effects, and perhaps substitute the Temporary HP with the ability to remove levels of exhaustion...making this Channel Divinity more of a support / buffing aura than a healing one. It would also pair nicely with the "Aura of Vitality" & "Aura of Life" spells they already get...and give a reliable way to eliminate levels of exhaustion around the campfire after a hard day of adventuring.
"Steps of the Brave" & "Divine Strike" I find to be really solid and typical features for a subclass like this...giving a melee class some added, situational mobility.
With the revised "Eyes of Night" ability being tweaked to see through magical darkness, as well, you could cast the "Darkness" spell on yourself in order to fly...balanced, provided that the cleric maintains concentration.
I enjoy that the "Divine Strike" uses psychic damage, as well...the idea that your somewhat-gothic cleric is instilling fear into their enemy...or that your cleric is so brave that their divine energy is causing pure psychic damage.
The subclass capstone I view as being very solid...you give your party a taste of what a Twilight Cleric can do: kick ass in darkness.
"Midnight Shroud" grants the party advantage on their attacks while in the "Darkness" spell, and imposes the disadvantage of enemy attacks.
I probably wouldn't change it...it isn't too exceptional, nor is it underpowered.
But what about you all...do you think that the "Twilight Domain" Cleric will be a subclass that gets a revision in upcoming Unearthed Arcanas?
What would you change? What character concept would you create?
I would probably keep the heavy armor, the subclass is encouraged to hang out in melee and for clerics that generally means an armor upgrade. Thematically speaking, I don't really see an issue. Yes it's a cleric that travels in darkness but it's there as a beacon to those in need of it's aid. It's not trying to be stealthy about it. And I mean, it sees just fine in darkness.
Getting rid of exhaustion is thematic, but also arguably a power jump, if more situational. Exhaustion is pretty hard to get rid of normally, and pretty debilitating if stacked up. It takes a 5th level spell with costly components or a long rest to get rid of a level normally, and it's offered as a drawback to several powerful in fight upgrade options. Overall I think the temp HP is a better balance point, if the concern is early power perhaps make the HP amount scale as you level somehow?(ex: the aura gives temp HP equal to your proficiency)
I would probably keep the heavy armor, the subclass is encouraged to hang out in melee and for clerics that generally means an armor upgrade. Thematically speaking, I don't really see an issue. Yes it's a cleric that travels in darkness but it's there as a beacon to those in need of it's aid. It's not trying to be stealthy about it. And I mean, it sees just fine in darkness.
Getting rid of exhaustion is thematic, but also arguably a power jump, if more situational. Exhaustion is pretty hard to get rid of normally, and pretty debilitating if stacked up. It takes a 5th level spell with costly components or a long rest to get rid of a level normally, and it's offered as a drawback to several powerful in fight upgrade options. Overall I think the temp HP is a better balance point, if the concern is early power perhaps make the HP amount scale as you level somehow?(ex: the aura gives temp HP equal to your proficiency)
I like the idea of the temporary HP being tied to proficiency...that's a reasonable buffer for damage suffered over time (and likewise stacks well with the aura buffs from Twilight Clerics expanded spells).
You have a point with heavy armor; options are good, and heavy armor makes it easier to tangle in melee.
Interestingly, the Twilight Cleric's "Divine Smite" can apply to any weapon damage roll; so theoretically, you can build a Strength or Dexterity build with either ranged or melee weapons.
Beefy Strength builds can prioritize heavy armor, great weapons or polearms...while Dexterity builds can opt for medium armor with either ranged or finesse weapons, should they choose.
I like the flexibility.
Similarly, this class really makes a solid spellcaster...obviously not with cantrips so much; but the invisibility spells are great for out-of-combat use and granting advantage on their weapon strikes...and the combination of "Sleep" plus "Dream" can't be a coincidence...really plays into the "mischief" of sleep & dream deities...getting a lot of Puck vibes from those spells.
Damn...you could also be Batman: the "Steps of the Brave" could be flavored as a vigilante gliding through the darkness...and the "Invisibility" spells could represent all those times Batman vanishes mid-conversation. ; )
"Nobility" background, wealthy playboy Brandt Dayne, whose parents were murdered in Baldurs Gate, runs away for several years, joins a group of zealots called the League of Twilight, steals their ninja skills, and then decides to worship Helm instead...because protecting people sounds better than targeted assassinations.
Thaumaturgy to disguise their voice / make them sound intimidating..."Command" to coerce criminals..."Zone of Truth" for interrogations..."Spirit Guardians" could be re-flavored as a series of radiant flash-bombs...
Most of them won't be. UA isn't a book preview, it's a step in the development process. Wizards releases ideas it's considering for inclusion in future books via UA, tests the waters with the player base. If the UA performs well, it undergoes refinement and is more likely to turn up in a future release - though we never have any ideas which one or in what form, as can be seen from the transition of Oath of Heroism into a Theros-exclusive Oath of Glory. A move I'm not sure anyone liked.
If a UA tests poorly, it undergoes serious revision and its release, if it ever comes, will be delayed. If it tests really poorly, it's scrapped outright, like most of the Psionic classes.
Twilight cleric, to the best of my knowledge, tested well. People were fussy about the particulars because they always are, but the overall concept and the core of the domain landed well. We're likely to see it, though without some of its more interesting abilities as it's well known that UA is released strong and then nerfed on release.
Can anyone point me to some patch notes in relation to the twilight domain? I have a twilight cleric I’m currently playing and two of the spells I’m supposed to have from the domain spell list have vanished from my prepared spells.
It was aura of vitality and leomund’s tiny hut. I figured out what happened my dm turned off content sharing on the campaign by accident. I had to refresh like a half dozen times once it was turned back on. They still haven’t reappeared on the players app though.......
it was weird though it was only those two and not the other spells that came with previous levels from the domain spells list
It was aura of vitality and leomund’s tiny hut. I figured out what happened my dm turned off content sharing on the campaign by accident. I had to refresh like a half dozen times once it was turned back on. They still haven’t reappeared on the players app though.......
it was weird though it was only those two and not the other spells that came with previous levels from the domain spells list
Some of those spells are free to use and do not require unlocked content or content sharing. Only spells that are not free to use would be affected by content sharing having been disabled.
With the last Unearthed Arcana re-imagining several of the previous subclasses (Genie Warlock, Phantom Rogue, Scribe Wizard), I was curious which subclasses might get a similar re-imagining, and what subclasses might NEED a re-imagining.
I arrived at the "Twilight Domain" Cleric, partly because I can see this subclass being among the most popular, and partly because it was heavily-scrutinized at its release.
There were several reasons why this particular subclass was criticized...the first was its "Eyes of Night" feature that it got right at Level 1. This feature bestowed a a far-reaching darkvision to the cleric and pretty much every member of their party, which rubbed a lot of people the wrong way (specifically, DMs).
The feature essentially trivialized scenarios where natural darkness would create suspense, or cause ambushes to the party.
While this feature made sense thematically to a cleric who provides sanctuary in the darkness, if Wizards of the Coast chooses to adjust mechanics, I'd probably switch this feature to something else...I would probably give the cleric the ability to see through magical darkness (as an action), and restrict this feature to the cleric alone (or maybe bestow it to 1 party member).
This makes sense thematically (giving the cleric a supernatural edge in all kinds of darkness), and it also isn't an uncommon feature, a mechanic that is seen in the "Shadow" Sorcerer and certain types of Warlocks.
I'd also probably reduce the "Heavy Armor" proficiency down to "Medium Armor" proficiency...something about a cleric who maneuvers through the shadows in clunky heavy armor doesn't seem thematically right.
It was the Twilight Cleric's second-level ability, Twilight Sanctuary, that alarmed some people: This Channel Divinity provided an aura which bestowed 1d8 Temporary HP to any ally that ended its turn within the aura, plus the removal of a charm or fear effect.
People were worried that a no-concentration aura that gave continuous Temporary HP might be a bit unbalanced at early-levels of play...and I can see the concern.
I really enjoy the removal of Charm & Fear effects, as this is a big thematic part of what the Twilight Cleric does...providing hope in dark places. If Wizards of the Coast chooses to re-visit the subclass, I would keep the ability to remove the Charm & Fear effects, and perhaps substitute the Temporary HP with the ability to remove levels of exhaustion...making this Channel Divinity more of a support / buffing aura than a healing one. It would also pair nicely with the "Aura of Vitality" & "Aura of Life" spells they already get...and give a reliable way to eliminate levels of exhaustion around the campfire after a hard day of adventuring.
"Steps of the Brave" & "Divine Strike" I find to be really solid and typical features for a subclass like this...giving a melee class some added, situational mobility.
With the revised "Eyes of Night" ability being tweaked to see through magical darkness, as well, you could cast the "Darkness" spell on yourself in order to fly...balanced, provided that the cleric maintains concentration.
I enjoy that the "Divine Strike" uses psychic damage, as well...the idea that your somewhat-gothic cleric is instilling fear into their enemy...or that your cleric is so brave that their divine energy is causing pure psychic damage.
The subclass capstone I view as being very solid...you give your party a taste of what a Twilight Cleric can do: kick ass in darkness.
"Midnight Shroud" grants the party advantage on their attacks while in the "Darkness" spell, and imposes the disadvantage of enemy attacks.
I probably wouldn't change it...it isn't too exceptional, nor is it underpowered.
But what about you all...do you think that the "Twilight Domain" Cleric will be a subclass that gets a revision in upcoming Unearthed Arcanas?
What would you change? What character concept would you create?
Discuss below!
I like this revision, and it seems very good. I would love to see the twilight cleric made in a new book.
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Overall I like the ideas, a couple notes:
I would probably keep the heavy armor, the subclass is encouraged to hang out in melee and for clerics that generally means an armor upgrade. Thematically speaking, I don't really see an issue. Yes it's a cleric that travels in darkness but it's there as a beacon to those in need of it's aid. It's not trying to be stealthy about it. And I mean, it sees just fine in darkness.
Getting rid of exhaustion is thematic, but also arguably a power jump, if more situational. Exhaustion is pretty hard to get rid of normally, and pretty debilitating if stacked up. It takes a 5th level spell with costly components or a long rest to get rid of a level normally, and it's offered as a drawback to several powerful in fight upgrade options. Overall I think the temp HP is a better balance point, if the concern is early power perhaps make the HP amount scale as you level somehow?(ex: the aura gives temp HP equal to your proficiency)
I like the idea of the temporary HP being tied to proficiency...that's a reasonable buffer for damage suffered over time (and likewise stacks well with the aura buffs from Twilight Clerics expanded spells).
You have a point with heavy armor; options are good, and heavy armor makes it easier to tangle in melee.
Interestingly, the Twilight Cleric's "Divine Smite" can apply to any weapon damage roll; so theoretically, you can build a Strength or Dexterity build with either ranged or melee weapons.
Beefy Strength builds can prioritize heavy armor, great weapons or polearms...while Dexterity builds can opt for medium armor with either ranged or finesse weapons, should they choose.
I like the flexibility.
Similarly, this class really makes a solid spellcaster...obviously not with cantrips so much; but the invisibility spells are great for out-of-combat use and granting advantage on their weapon strikes...and the combination of "Sleep" plus "Dream" can't be a coincidence...really plays into the "mischief" of sleep & dream deities...getting a lot of Puck vibes from those spells.
Damn...you could also be Batman: the "Steps of the Brave" could be flavored as a vigilante gliding through the darkness...and the "Invisibility" spells could represent all those times Batman vanishes mid-conversation. ; )
"Nobility" background, wealthy playboy Brandt Dayne, whose parents were murdered in Baldurs Gate, runs away for several years, joins a group of zealots called the League of Twilight, steals their ninja skills, and then decides to worship Helm instead...because protecting people sounds better than targeted assassinations.
Thaumaturgy to disguise their voice / make them sound intimidating..."Command" to coerce criminals..."Zone of Truth" for interrogations..."Spirit Guardians" could be re-flavored as a series of radiant flash-bombs...
Heh...parody is fun.
So anyone know when all these new subclasses get properly released?
Most of them won't be. UA isn't a book preview, it's a step in the development process. Wizards releases ideas it's considering for inclusion in future books via UA, tests the waters with the player base. If the UA performs well, it undergoes refinement and is more likely to turn up in a future release - though we never have any ideas which one or in what form, as can be seen from the transition of Oath of Heroism into a Theros-exclusive Oath of Glory. A move I'm not sure anyone liked.
If a UA tests poorly, it undergoes serious revision and its release, if it ever comes, will be delayed. If it tests really poorly, it's scrapped outright, like most of the Psionic classes.
Twilight cleric, to the best of my knowledge, tested well. People were fussy about the particulars because they always are, but the overall concept and the core of the domain landed well. We're likely to see it, though without some of its more interesting abilities as it's well known that UA is released strong and then nerfed on release.
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Can anyone point me to some patch notes in relation to the twilight domain? I have a twilight cleric I’m currently playing and two of the spells I’m supposed to have from the domain spell list have vanished from my prepared spells.
What’s spells was that?
It was aura of vitality and leomund’s tiny hut. I figured out what happened my dm turned off content sharing on the campaign by accident. I had to refresh like a half dozen times once it was turned back on. They still haven’t reappeared on the players app though.......
it was weird though it was only those two and not the other spells that came with previous levels from the domain spells list
Some of those spells are free to use and do not require unlocked content or content sharing. Only spells that are not free to use would be affected by content sharing having been disabled.
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