How do you build a Twilight Domain Cleric feat in dnd 5e?
The Dex based twilight domain cleric will perform just fine. A V Human using the shadow touch feat might work well in conjunction with your background with those rolls. Set the 16 Wis, and with the race +1 and another one from the feat, you’ll have 18 Wis right off the bat. You can choose between you’ll have a 16 (15 plus another +1) or 14 in Dex, depending on whether or not you’re interested in being melee-capable.
As you’ll be starting with 18 Wis, you’ll be able to attempt an additional feat when you reach level 4 to Magic Initiate and take a green flame blade. I’m not sure if that’s needed if you opt to rely on cleric’s cantrips or the ability at level 8. That’s an alternative that Tasha’s included for Clergy.
Each fighter also receives heavy armor. But that does not mean that everyone needs to wear heavy armor or isn’t performing at a subpar level even if they don’t. You can play an edgy Twilight Cleric wearing medium or light armor, or if you want to focus on strength. Throw one of the 14s in Dex, and then go with medium armor until you can find heavy mithril armor.
Alternate the Booming Blade with Green Flame Blade. If you do not have some method of disengage, it’s just marginally more difficult. I’m sure that you’ll find a connection between a strange green light and the moon god. You can also make a spell of Silence before launching into Booming Blade.
Eberron Mark of Shadow Elf: This adds a lot of additional sneaky, clever abilities to the class list. It also gives you an extra d4 for stealth (which can be combined with Guidance) as well as minor Illusion for no cost. I suggest asking permission from your DM to make use of this spell.
What are you able to achieve using Twilight Domain Cleric on every level?
It was my pleasure to play with the Twilight priest a few times before they quit, and they were not an OP. They did not channel their divinity or any of their powers apart from that darkvision area. They had too few fights to shine OP before leaving the table.
When you look at the stats, They’re certainly OP.
In the beginning, they have heavy armor, martial weapons 300 ft darkvision, and a free benefit to the initiative. Weapons and armour is an odd choice and makes me feel like they’re devaluing realms like war, which feature these features as an attractive point. And that’s just one of three items they can get in a field that isn’t all about close combat, and it seems more like a caster’s class to me.
Superior darkvision may not be that amazing if the PC isn’t a human or another species dependent on light, and 300 ft is unlikely to be used that often. Yes, they could give a few people with the 2nd stage magick Darkvision to use for an hour, with more reach for free, and then a 1st level spell slot, but I’m not a fan of this one. In my view, the idea of provoking others to become better isn’t a bad option as the cleric/support class that we’re discussing. It’s a shame that they could give the same better initiative to themselves instead of being a feature of the party.
The second stage is the point where things start breaking. There’s only one channel divinity each long period of rest. However, it lasts for one minute (an all-encompassing encounter and, after that, a few). It moves along with you and doesn’t apply to the enemies that enter this realm. It’s even not required to take any actions. It’s unnecessary to choose between the sphere attack and the Spiritual Weapon attack. That is completely free. Charm or frightening isn’t that important since it’s a situational attack with the cost of temp HP and outside combat. You’d need to be aware of it being a charm taking place to bring it to an end.
I’d suggest making the sphere into a double-edged knife with the help of the heat healing for everyone within this sphere of 60 feet or perhaps make it smaller. And, if you wish to further numb it, create a concentration. However, what if you gave someone a whole minute of 1d6+2, which will eventually turn into 20 temp HP? What is this? Artillery artist?
Then it will balance out. Free flight during dim light isn’t an issue. It can be easily remediated by a DM who does not require free flight in particular scenarios or puzzles. A divine strike is an excellent option for damage. Still, it is accompanied by the need for many good or spread-out statistics to be both smart in frontline materials. Since Twilight Cleric gets no multiattack and divine smite is not a bonus, it is more of a way to raise it higher to match the warrior’s average rather than increasing it to a high level. Also, Twilight Shroud may be a 2nd AC boost. However, it is only for a minute, which is in addition to the more potent effects. But at the cost of putting many levels into the class.
Twilight Cleric Twilight Cleric is OP at lower levels. That is why it’s a disgustingly powerful multiclass choice. Suppose you’re not allowing multiclassing, or the cleric isn’t planning for multiclassing. The normal level 1-10 campaign using the Twilight Cleric is perfectly acceptable. However, I’d not allow multiclassing in the Twilight Cleric 5e if I’d allow it anyway.
Twilight Domain Cleric feat
The Twilight Cleric Domain is the place where you can see the transition of darkness and light. It’s a time for relaxation, comfort, and the time to be cautious and the unknown—source: Unearthed Arcana 63 – Cleric, Druid, Wizard.
- Gods of healing or treatment (such as Boldrei, Hestia, Mishakal or Pelor)
- Protection or bravery (such as Dol Arrah, Hajama, Helm or Ilmater)
- Transition or travel (such as Fharlanghn, Hermes, the Raven Queen and the traveller)
dream and night (Celestian, Morpheus, Nut or Selune) could provide their clerics with their Twilight Domain. The clerics who serve these gods are often brave and brave, dipping into the darkness to keep its dangers at bay and bring peace to those straying away from darkness.
At the beginning of your stage, you’ll be able to master the use of martial weapons and heavy armor.
Eyes of Night
Beginning at the 1st stage, Your eyes are blessed, and you can see even in the darkest of places. Darkvision is a condition that has no limit; you can see in dim lighting like bright light and darkness like it was dim light.
In a single act, you can benefit from this ability to any creatures in the vicinity of 10 meters. The shared benefit lasts 10 minutes. It is possible to extend the advantage by several times equal to the value of your Wisdom mod (a minimum of one). You can also recoup the entire amount you used up after a lengthy break.
In the first level, the nights have taught you how to stay observant. In the course of the action you take, grant any creature that you contact (including perhaps you) advantage on the next roll of initiative that creature rolls. This advantage expires after the roll or if you repeat this feature.
Channel Divinity: Twilight Sanctuary
In the 2nd level, you can use the Channel Divinity to refresh your friends with a relaxing twilight.
In a ritual that you perform, you reveal your sacred symbol and a sphere of twilight is emitted from you. The globe is focused around you, has 30 feet of radius, it is full of dim lighting. The sphere rotates along with you and lasts for one minute or until you’re disabled or die. Suppose an animal (including you) completes its turn within the circle. In that case, you can provide that creature with one of these advantages.
- Give it 1d8 hit points
- Stop one effect that causes it to be enthralled or scared.
Steps of the Brave
Beginning at the 6th level, You gain the strength of your connection to darkness, feel in the dark twilight, and gain two advantages.
- You can benefit from saving the throws from being scared.
- Suppose you’re in darkness or dim light. In that case, it is possible to use an extra action to allow yourself to fly at a speed equivalent to walking speed to the conclusion of the next turn.
At the 8th level, you get the ability to use your weapon’s strikes to generate divine energy. Each time you take turns when you attack an animal using a weapon, you can make the strike inflict additional psychic damage of 1d8. When you reach the 14th level, the damage will increase to 2d8.
At the 17th level, you can use the power of shrouding the night to defend your friends and deter opponents. Use Darkness darkness spell with the spell slot that you have to choose. You’ll be able to select one of the visible creatures (including yourself) in proportion to the wisdom modifier (minimum of 1). The creatures you choose can be seen through the darkness.
Twilight Domain Cleric
|1||Faerie Fire, Sleep|
|5||Leomund’s Tiny Hut, Aura of Vitality|
|7||Aura of Life, Greater Invisibility|
|9||Circle of Power, Dream|