Thank you Helix Sleep for sponsoring! Click here helixsleep.com/deepdive to get 25% off your Helix mattress during their Labor Day Sale. If you miss this limited time offer, you can still get 20% off using my link! Offers subject to change. #helixsleep - ALSO! Errata: looks like the early access PDF version of the PHB I was sent has the Orc's adrenaline rush useable only once per Long Rest, but the print version and dndbeyond says it's per Short or Long rest. Nice!
War caster used to say "When a hostile creature's movement provokes an opportunity attack from you" now it says "When a creature provokes an Opportunity Attack from you". That's a very deliberate change in the wording and how the feat works. If you think that's a "bad faith reading" then you're basically calling the devs idiots for making a deliberate change in the wording and not realizing that removing the word hostile opens it up for anyone including allies. I think they would know that given that they set that wording up in the first place and Jeremy Crawford is constantly saying that they choose wording carefully.
I think that you, Chris, and the Dungeon Dudes make very good arguments warning about the Minor elemental spell and the issue with Hallow. I however am waiting for my final decision on these topics until the new Monster Manual comes out. It is possible that the adjustments to the CR system makes such extreme damage scaling justified. If so, then I will have other issue's however I'm still of a wait and see mindset.
@@jasonreiyn9311 it's not about the monsters but about the fact that these are so *OP* that the other PCs don't get to *share the spotlight.* Any DM can find monsters to challenge a PC with *Conjure Minor Elementals,* but the other players will just be onlookers.
@@DnDDeepDive Yes it is! You likely got a first print book. DND beyond has a lot of Errata already. I wish I could post links or screenshots on RUclips to prove it.
@TreantmonksTemple also claims that it's _"when you finish a _*_Short_*_ or Long Rest"_ in his video on all the Species. Does your physical printing omit the _"Short or"_ part if you take another look?
Whenever I hear Colby say “This is where you belong,” or say something encouraging in his outros I always think about how much positive dad energy he gives off.
26:35 Our table has a rule when cleric hits level 5: throw a low level undead grinder at the party to ensure Turn Undead actually seemed cool. All 3 of our DMs have done this.
This happened to me by accident, but my DM had an encounter with a bunch of skeletons shortly after we reach level 5. It wasn't planned for my cleric to shine deliberately, but I immediately became the party favorite by destroying them and continuing on.
When I played a Twilight cleric in CoS, I flavored it that the guardians were three people who had guarded me in my life: my two farmer grandparents and another twilight cleric who had also raised me. I’d roll 3 different d8s for the spell’s damage, each one representing a different one of them, and whichever one rolled highest was the guardian who whacked a particular enemy. The cleric used a mace, but my grandparents used a rolling pin and a frying pan, and it was silly and slow but really fun flavor to add to such a powerful effect.
It supports a lot of flavor - Love yours. I think it makes pretty good martial flavor and it should be considered a standard for what a type of martial could accomplish at similar levels with similar investment. (It isn't so right now but why isn't it). Arguably it should be a type who has chosen a specific stance for this situation not just as the only real option.
If your Trickster Cleric was small sized and say your team mates were Goliaths…every players’ turn you could pass around the cleric football and run around with it back and forth over the enemy.
Imagine: An _entire party_ built around moving the Cleric around the battlefield. I'm loving this concept so much, but it's hard to imagine convincing a full table to do it.
@@tantalus_complex Just make everyone Spring Eladrin and use BA to teleport the Cleric to next party member in initiative order. Then they still have their Action to do as they please.
@@geak78 that works too! And if using older content and not wanting to grapple, throw in a Wildfire Druid and use your BA pet to teleport bomb the cleric into a group of enemies every turn.
Yeah, this - and the fact that Divine Intervention was always super clutch when it worked in prior editions - is why I thought the 2024 change was intentional.
Watched a CMCC Gauntlet run recently that was playing a Moon Druid, and their schtick was casting Conjure Woodland Beings, Wild Shaping into an Owl, and then flying around the battlefield to ping everyone with their AoE once a round. It was Crazy Strong. Potentially, TOO Strong... And they didn't even do the "held Action Dash to ping everyone again"... which I get the instinctive feeling that it's an exploit in the wording, and not good game/spell design.
"Are you sick of weapon builds yet?" Hell nah, brother. New weapons combined with new feats can do really interesting stuff, so I'm excited to see what you can come up with
I'll die on this hill, but I love the nerfs to Sharpshooter and GWM. Allows for more diverse builds (except for Colby who still uses GWM/Polearm Master builds)
41:08 *The orc dash.*😆(Hooray! Someone else who knows what an en dash and em dash are!) In the latest Gauntlet episode, CMCC Builds shows off a Level 14 Moon Druid using Conjure Woodland Beings and it is absolutely absurd how effective it is with their high AC and incredible mobility as an owl.
Not mentioned here is the potential teamwork buff, in which you have your allies grapple you and drag you around the battlefield on their turns for additional applications of the damage. This works especially well if your friends take the Grappler feat, and have some means of dashing on a bonus action.
Ask your table if they would find this loophole *fun* or not? For a *1-shot,* it sounds hilarious. In a prolonged *campaign,* I would get tired of it really quickly _(regardless of whether I'm the DM or a player)_
It's worth noting there's a pretty strong RAW argument that you can only move people more than 5 feet while grappling if they (and all their gear) are under your carrying capacity (which is Str x15 lbs), due to the wording (Grappled says they can 'drag or carry' you, and Drag is limited to a flat 5 feet of movement per turn). Now, that's actually pretty doable in a few ways, especially if the Cleric is Small Size (or the person carrying them is Large Size somehow), but it's worth bearing in mind.
@@SortKaffe I absolutely agree. As a DM, I would probably homebrew some limitation to prevent that. The once per round limit probably makes the most sense, although it also cuts this build's damage in half. Still, unless RAW is changed by a future errata, the only way to prevent the use of that "loophole" is to make a homebrew rule.
@kclubok I would keep the incentive to get out of there on your turn, since grappling enemies to keep them in there is a meaningful play. I.e.: _When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation. Whenever a creature _*_ends its turn in the Emanation, and once per round,_*_ when the Emanation enters a creature’s space or a creature enters the Emanation, the creature must make a Wisdom saving throw._ Omitting the last sentence _"A creature makes this save only once per turn."_ Thus, it's always limited to twice per round, but a creature can take the damage twice on their turn if they enter and stay there on their turn.
I think this is especially good because of the potential for an ally to help. If you have a monk buddy they can grapple you and apply the damage to all the enemies again on their turn.
@EscapeGoat708 all the classes were changed up. Especially the cleric. Though... I do believe the Tempest cleric is still under the 2014 listing so waiting till it gets updated more (if any) then it is probably best to wait a bit.
I agree, I can't wait to see it updated! Considering that all classes get their subclasses at Level 3, that would definitely change how many levels you take in each class 😵💫
@@ShadowBastion you know, chromatic or got a big (and interesting) buff. I think Colby relied on that alot in his old video. Now it has much more damage potential as long as there are 2 enemies within 30 feet.
40:27 - I’d argue that the removal of the options that punished your party is a good thing for table-friendliness, no more one-shotting your party at low levels by dropping a fireball centered on yourself or crippling the party by casting confusion centered on yourself
Love the build. I think Druids have the upper hand, specially moon druid (weirdly enough) when they reach level 8 just because of the owl form. Free disengage, 60ft flight, 120 dark vision. Even though conjure woodland beings has a shorter area of effect, the benefits of this movement and free disengage multiply!
An immediate build I thought after hearing the new emanation rules is Wildfire druid. Use your movement, then ready your action to dash, then command your wildfire spirit to ready a teleport action. With a 4th level casting of CWB you're doing 15d8 dpr to potentially multiple targets!
You have to talk your DM to homebrew a magic item for the Cleric of Chaos that, when you move in combat, casts Disguise Self automatically and makes you appear completely naked. This way, even though you have the protection of medium armor, you end up looking like a streaker at a sporting event, dashing across the battlefield while you taunt your opponents, whacking them upside the head with your Spirit Guardians.
I fell asleep during this episode so I will be watching it again, but in my dream I dreamt you had an animated video to go along with your build and it was this cute chibi heavily cell shaded cleric just walking into a room and using spirit guardians and obliterating everything.
As a DM, I. Regards to the Hallow instant cast once a day, I'd make the roll for it. I'd probably even call it a WIS saving through with 20 as the target.
Here is another build for bouncing around with Spirit Guardians and actually being decent in melee too: *Centaur Sorcerer/Dance Bard.* Centaurs have the highest base speed of any current species at 40 feet. With the Speedy feat, that goes up to 50. Inspiring Movement lets you move at half speed after an enemy has ended their turn. And you can get Spirit Guardians with Magical Secrets. It takes until level 10 to get this going, but it is quite potent, especially if you have another emanation caster in the party whom you can also allow to move outside their turn.
I’ve been meaning to ask, and this build seems like a good place. If you have a multiclass character with three levels in one class and the rest in another, when you hit levels 19&20, should you take two epic books, one one plus the 17th level feature? I.e. hit level 19, moving your primary class to level 16 to take the feat (and it would be an epic boon as you are at 19th level). Then when hitting 20th level, go to level 4 in your secondary class to get another feat/epic boon! I’m sure it depends on the quality of various classes’ 17th level features…
Love the idea of a party of 3 at my table for a Oneshot with a cleric with spirit guardians, a druid with conjure woodland beings and a centaur monk grappling them both or be mounted and running through the battlefield xD
May chaos take the world. MAY CHAOS TAKE... THE WORLD! This build seems so cool and it's fun seeing all the changes be improvements overall. Still waiting for the Berzerker build, though my rage is building! Thanks for every week Colby! You make these boring Tuesdays more tolerable!
When you showed the poll of "how often should one roll damage for spirit guardians", I was surprised that I didn't see "once per turn" as an option as that is the one that is most intuitive to me. I largely think of it as "if we are currently resolving it for multiple enemies it should be the same, but if we shifted focus away from it and resolved a bunch of attacks/actions from some other turn then we shouldn't have to remember what was damage was rolled 3 character-turns ago".
I want to see a Divine Soul Sorcerer with all the new meta magic buffs, doing something like Extended Spell + Spirit Guardians + Dodge Action Would also like to see something with a lvl 1 paladin dip, Sorcadin seems great as you can searing smite with very high level slots! (Additional 2d6 damage *guranteed* per upcast, not even including the additional damage per round if they fail their con save) Mastery with Whip/Spear (you probably know but you can smite with thrown melee weapon attacks) making a build that has both of these combined. Paladin 1, Sorc x abuse spirit guardians and innate sorcerery + cantrip (for advantage on the attack roll) into searing smite. lotta damage! and healing spells were buffed so, rerolling on divine sorc was also buffed! Love the vids ❤
Thanks Colby. Great video as always. I've been looking at a spirit guardians build at the moment so this was timely. Think I will go with Goliath though for the extra movement, teleports and large size to increase the emanating aoe. Also, I'm not sure that multiclassing sorceror adds that much to this build and I hate missing out on new leveled spells! For this reason, I think straight class looks better to me
One thing I will say: On the poll, I said you rolled the damage for the spell once per round, but that was primarily for convenience, because rolling each individual damage amount per instance of damage is time consuming. I'm fairly certain that the closest to RAI I can get is that each hit from Spirit Guardians is a separate instance of damage, so you would burn through sorcerer points like MAD if you tried to empower it.
For your Conjure Woodland Beings build, I think you should do a Sea Druid so you can have CWB and Wrath of the Sea active at the same time to do 5(+)d8 and 5d6. Then with your action in following turns you can use a whip with true strike and primal savagery. Won’t do as much damage as holding your action to run past again but it’s thematically cool.
I think the problem with DI-Hallow is that the DM can bring in 5 enemy clerics to do this 5 times a day creating a massive area to just absolutely overwhelm you. This is a situation where you as the player don't want to do that because you don't want the enemies realizing this is a possibility and doing it better.
I fail to see how that's a problem. 5 enemies with class levels will generally TPK any party at any time. Heck, 5 champion fighters with heavy crossbows starting combat at long range will wipe most parties well they get in range and there's nothing abusive about that build. Facing against FIVE enemy clerics is just a sign that you have a terrible DM and should leave.
@@chiepah2 In contrast a single cast of hallow is very much preferable to a lv10 cleric fighting with everything else they have, or really any lv10 full caster doing things. Your point is kind of moot either way.
I would really agree with you on the war caster buff spell thing *if* this was a new edition But since the wording was changed from 5e I think it is absolutely rules as written now.
My homebrew for this kind of spell would be, they deal damage when the caster ends their turn and when the enemy ends their turn. This prevents all of the extra damage shenanigans that this build and previous ones have exploited, and the spell is still quite strong just triggering twice per round per enemy.
It should only ever trigger once per round. Its unbelievably broken to even allow it twice. I’m making all these spells able to apply damage once before the start of the caster’s next turn.
My crazy idea for a sustain damage build is a fight/evoker wizard. 1 level fighter for greatsword mastery (or some other class) and 3 evoker. Use true strike, if you hit its 2d6+mod. Miss its half that then add mod damage again from graze. Maybe eventually get some celestial warlock levels and agonizing blast to add mod damage twice over. It gets pretty M.A.D. but its reliable damage.
@@SortKaffe yes and maybe no. The characters damage is going to be pretty good since missing mean much less. The characters con and maybe AC is going to take a hit. I haven't actually built the character to check the details but I do think it's neat.
So, thought that has popped into my head regarding “Invoke Duplicity”. It’s a perfect copy of you, which I assume would mean if your appearance changes it’s does as well. If you use Disguise Self to make yourself look like a party member, would the duplicity change as well? If so, then would your party member also benefit from the “enemies have a hard time determining who is who”?
Erebus approves. Prayer of Healing from the new book also looks amazing as a DI spell. Give 5 characters the benefit of a short rest and 2d8 healing in the middle (or just before) a fight.
Every character I’ve ever made has had options to be quick as movement IS the most underrated mechanic in dnd imo so I’m definitely going to use this idea
Duo build between this and the last build (monk with CWB and cleric with spirit guardians) would be insane with the monk grappling the cleric and both moving around like crazy
Rolling damage for Spirit Guardians for every target every time is how we do it using Fantasy Grounds for my group. It is the easiest way to do it in that VTT, I think. At least for 2014 rules, where it's easiest for the Cleric player to drop the saving throw onto targets as they move on their turns (or are force moved on another player's turn) into the area of effect.
The exception being whenever you cast it or move so that it's damage is inflicted on *several enemies at the same time.* Then I would just roll damage once, like when casting *Fireball* etc.
Conjure minor elementals is just as likely to be banned (or at least nerfed) as hollow for divine intervention, so I think you should double the numbers for the final damage report if you really want to compare it to the valor bard on the same ground.
There is a new Rule for bonus actions in the rules glossary. This would make this build stronger, possibly making your action free to use on other things with the bonus action movement from lvl 6 trickery
Yes please. The introduction of the *Bonus Action* requirement shuts down the *Monk multiclass* that you did with the playtest version, so I'm looking forward to seeing an update.
Grappler feat, Cloud of Daggers, and Armor of Agathys? Goliath (Stone) for better movement while grappling and two d12+Con Reactions to make your upcast AoA last even longer. Start *Fighter* for *Unarmed Fighting* style and *Tavern Brawler* for rerolls if you can't take the *Rune Carver background* for AoA.
Colby mah guy you are undervaluing tricksters ability to teleport, if there are more than 3 enemies you will see a dramatic increase in damage with it up. The teleport just does so much for you. Why would you take freedom of movement when you can just teleport out of a grapple? Oh your duplicate is in a bad spot, then why not just summon another, we don't have anything else to use our channel divinity on. As someone who played the new trickster(without the spell changes just yet) it was amazing, I was never stuck, never pinned down, always inconvenient and delt a lot of single target damage with Toll the dead and multi target damage with Spirit Guardians (this was before spell changes as noted). Anyways trickster best cleric subclass at the moment.
I feel like WarCaster’s “you can cast spells without a free hand” benefit is kinda obsolete now. If you have a sword and shield you can just put away the sword using your free object interaction-> cast the spell -> then draw the sword as part of the action you use to attack with it. So the Freat is mostly just Eldritch Mind + Opportunity Cantrips
The Hallow thing. Yeah. I don't know which Gods would be OK with just consecrating random areas to them all over the place, 1/day. But if any of them would be.. a Trickster God might :)
Howdy Colby, I humbly beseech thee to consider a thematic build: Sun Wukong I somewhat cooked up but can't figure out the optimal order for leveling/feats to taken but the flavor is on point and seems to me to be consistently fun! Basically we are gonna go 11 levels of monk (2024 or 2014) specializing in Way of the Serpent from Guide to Drakkenhiem then 8 levels of Mountain circle Druid for stone flavored spells and more wisdom focus finally 1 level of hexblade warlock for the extra spiciness The monk subclass is all about using the quarterstaff to its max potential or alternatively I would say maybe kensai monks to replicate the effect of a Focus Point in game being a +1 bonus etc etc
My initial thought on Divine Intervention was it had gone from this long shot roll percentile dice, call for aid and maybe, just maybe, the DM will work in mysterious ways to help you overcome some big problem in the storyline. Something you'd maybe been asking for for several long rests by that point because the odds of it happening were quite low. Now it seems like just an extra spell slot. Then my friend pointed out that the spell your intervention uses doesn't have to be one you prepared. If the rogue has turned on you all just as you reach the Golden McGuffin of Moradin? Put your hand to the ankh round your neck and cast hold person. The ship is damaged and you're all about to drown? Not with Water Walk you're not! But then looking at it Clerics don't get a huge number of situational spells like that, so you're back to saving yourself some diamond dust once a day.
I don’t think SG needs to be nerfed bc it really only gets this OP when you do this shenaniganary. If I had a player at my table who wanted to do this, I’d make sure there were sufficient challenges to deflate this tactic - flying enemies, spread out positions, throwing magical effects down that would need to be dispelled, etc. there are plenty of times as a cleric where SG isn’t the best option for concentration. I think this would get annoying if abused, that SG would work fine as intended (ie not offensively with the rugby tactic but more as a defensive feature), and that if my player insisted on playing this way, then I’d make the combats specifically around avoiding this tactic to make them operate differently. Another great video Colby!
Spirit Guardians now feel like offensive lineman just depleting the opponents trying to tackle their Cleric running back as they run across the field. ~_~
I am running a game now where I have one guy playing a Trickster Cleric of Loki, so I homebrewed a Blessing of Loki where the Cleric has to roll Wild Magic similar to Wild Magic Sorcerer...with the exception of that Wild Magic occurs on a 1 or 2 roll. He also has a Wand of Wonder....Good times. 🤣🤣
When I hear people talking about throwing hordes of undead so that a cleric can feel cool and exploding them, I remember a short game I ran of all cleric (A-Men!). I had one boss encounter for them with a vampire lord and a horde of undead. 20-30 of them. Don’t you think ONE of them would have use Turn Undead? Well you would be WRONG!
Do you think since new backgrounds come with feats by default then Strixhaven bgs are on the table? Lorehold Student gets (basically) magic initiate, but more importantly adds Spirit Guardians to any classes spell list If thats an option id love to make a Dance Bard abusing Inspiring Movement instead of holding actions
Both happened in this video: Most comforting thing I've heard from Colby: How to deal with your inner critic Most upsetting thing I've heard from Colby: Bolth
That “Priest of Loki” image gave me an idea for a character. The priest just being Tom Hiddleston made me think “What if there was an actor Cleric that played their deity in a show?” Then it made me think “That character could be a bard/cleric multiclass.” If you could make that work, I’m watching that day one just saying 👀
You haven't done a two character build in a while... I'd like to see "The Heisman": size small character who casts Spirit Guardians, big buddy to carry him with every speed enhancement and opportunity attack avoidance possible. Don't fumble!
What about Booming Blade and Green Flame Blade? Not that it would be a great choice, but should the attack roll of these cantrips get advantage from Innate Sorcery?
Given that these days my home rule on multiclass if I allow it at all is: 1. You must be level 3 in one class to be allowed to multiclass 2. When you multiclass you commit to take your next 3 levels in the new class 3. At tops multiclass between two classes is allowed A lot of the stuff you assume about multiclassing which is still an optional rule even in the new phb won't work. My rules get around a lot of the stuff like I take a 1 level dip in Warlock and will never know who or what my patreon is. Also as DM I consider any reading of spirit guardians that progs the damages more than once per round as unfaithful (same goes for the whole class of spells that got the same treatment like moonbeam etc.). The rewording of all of those spells was obviously done so that any token can only take the damage once per round and that all the shenanigans of forced movement won't trigger it over and over again. On the plus side it stopps the DM abuse of movement between turns (i.e legendary actions) in order to have certain bosses never take damage since they never start their turn in these effects. So sorry but the I ready my action to trigger spirit guardians all over again is not a sign of spirit guradians being to good it is in my opinion an unfaithful application of a reading of the spell.
I just started the video but I love full casters and I love norse mythology and especially Loki, I’m really excited about this! :) Thanks for making these builds, I love them for inspiration on what I can do in my games Also, do you plan on doing more Cosmere rpg stuff? I can’t wait to play that with my friends and I’d love your thoughts on PCs
While I really like the idea in general and the optimization idea, as a DM I would have a serious word with a player who told me to ready an action to move every damn turn :D
I think this is the most bad faith thing in the build and nobody is mentioning it. They intentionally changed spirit guardians and this seems like a cheesy way to get around it.
@@henryallen5852 I mean, a lot of these highly optimized rotations are a bit cheesy and often very repetitive, but this one seems particularly bizarre to me
@@androlgenhald476 Sure, I love Colby's content and his approach to figuring out what's possible when you hit the limits, but I think in reality most players are much more grounded, and that's a good thing :D
I'm not sure I get this idea. I mean, Hasted Rogues were already using readied actions to get around the 1 Sneak/turn rule. Same for opportunity attacks, etc. The designers baked in a work around to the rule (and I HAVE to think have an observant enough design team to have noticed the change and potential uses), but you have to actually build around it to make it really function to the highest level, not to mention the fact that spaced out enemies and enemies with ranged attacks can spot the strategy and just... eat this low-AC/mediocre HP cleric/sorcerer alive. XD It does a LOT of damage, but at the end of the day it's JUST damage (okay, it's SOME control with the lowered enemy movement within the area), and if a player is genuinely having fun playing this build, then there isn't really any reason to stop them, unless the DM is just having a hard time balancing encounters (which is fair, but requires growth as a DM more than a conversation with the player in this particular instance).
Thank you Helix Sleep for sponsoring! Click here helixsleep.com/deepdive to get 25% off your Helix mattress during their Labor Day Sale. If you miss this limited time offer, you can still get 20% off using my link! Offers subject to change. #helixsleep - ALSO! Errata: looks like the early access PDF version of the PHB I was sent has the Orc's adrenaline rush useable only once per Long Rest, but the print version and dndbeyond says it's per Short or Long rest. Nice!
War caster used to say "When a hostile creature's movement provokes an opportunity attack from you" now it says "When a creature provokes an Opportunity Attack from you". That's a very deliberate change in the wording and how the feat works. If you think that's a "bad faith reading" then you're basically calling the devs idiots for making a deliberate change in the wording and not realizing that removing the word hostile opens it up for anyone including allies. I think they would know that given that they set that wording up in the first place and Jeremy Crawford is constantly saying that they choose wording carefully.
I think that you, Chris, and the Dungeon Dudes make very good arguments warning about the Minor elemental spell and the issue with Hallow. I however am waiting for my final decision on these topics until the new Monster Manual comes out. It is possible that the adjustments to the CR system makes such extreme damage scaling justified. If so, then I will have other issue's however I'm still of a wait and see mindset.
@@jasonreiyn9311 it's not about the monsters but about the fact that these are so *OP* that the other PCs don't get to *share the spotlight.* Any DM can find monsters to challenge a PC with *Conjure Minor Elementals,* but the other players will just be onlookers.
Hey Colby, maybe you missed it, but Orc can dash proficiency bonus times PER SHORT REST. It's very very good.
Hm... the book says Long Rest. Is it different in dndbeyond?
@@DnDDeepDive Yes it is! You likely got a first print book. DND beyond has a lot of Errata already.
I wish I could post links or screenshots on RUclips to prove it.
@TreantmonksTemple also claims that it's _"when you finish a _*_Short_*_ or Long Rest"_ in his video on all the Species. Does your physical printing omit the _"Short or"_ part if you take another look?
@@urbanassassin26 no need - I'm at my computer now and just looked it up. Nice! Will add an errata to the pinned comment :).
@@SortKaffe Interestingly, the PDF we were sent for early access just says Long, but my print version says both :)
Whenever I hear Colby say “This is where you belong,” or say something encouraging in his outros I always think about how much positive dad energy he gives off.
26:35
Our table has a rule when cleric hits level 5: throw a low level undead grinder at the party to ensure Turn Undead actually seemed cool. All 3 of our DMs have done this.
This happened to me by accident, but my DM had an encounter with a bunch of skeletons shortly after we reach level 5. It wasn't planned for my cleric to shine deliberately, but I immediately became the party favorite by destroying them and continuing on.
All you zombies, hide your faces!
When I played a Twilight cleric in CoS, I flavored it that the guardians were three people who had guarded me in my life: my two farmer grandparents and another twilight cleric who had also raised me. I’d roll 3 different d8s for the spell’s damage, each one representing a different one of them, and whichever one rolled highest was the guardian who whacked a particular enemy. The cleric used a mace, but my grandparents used a rolling pin and a frying pan, and it was silly and slow but really fun flavor to add to such a powerful effect.
It supports a lot of flavor - Love yours. I think it makes pretty good martial flavor and it should be considered a standard for what a type of martial could accomplish at similar levels with similar investment. (It isn't so right now but why isn't it). Arguably it should be a type who has chosen a specific stance for this situation not just as the only real option.
All this build asks is that you open your heart to chaos 💙💙💙
Chaos Crew represent! 😂
Chaos with a c or k.
Prefer Khaos
One of my favourite 5e characters was a cleric of sun wukong, trickery cleric with moon druid dip for 72 transformations.
If your Trickster Cleric was small sized and say your team mates were Goliaths…every players’ turn you could pass around the cleric football and run around with it back and forth over the enemy.
Monk with grappler feat can carry you 120' while disengaging
@@geak78 exactly! Throw in a World Tree barbarian that can teleport you to different spots or grapple as well.
Imagine: An _entire party_ built around moving the Cleric around the battlefield. I'm loving this concept so much, but it's hard to imagine convincing a full table to do it.
@@tantalus_complex Just make everyone Spring Eladrin and use BA to teleport the Cleric to next party member in initiative order. Then they still have their Action to do as they please.
@@geak78 that works too! And if using older content and not wanting to grapple, throw in a Wildfire Druid and use your BA pet to teleport bomb the cleric into a group of enemies every turn.
"I think I'll go with the cleric of chaos" - the video title seems to think otherwise
Brain Fart! Fixed ;)
What was the title before
@@Wanderer-th4tt Accidentally used "Spiritual Trickster" :)
@@DnDDeepDive
Is that a bit of a hint for a future episode or something you've already done? :P
@@Aurora_Lightbringer Nope, it was just one of the titles I was considering, and I forgot that I'd landed on something else :)
Honestly, casting Hallow in-combat is *very strong,* which makes it perfectly thematic for something called "divine intervention".
Yeah, this - and the fact that Divine Intervention was always super clutch when it worked in prior editions - is why I thought the 2024 change was intentional.
The shaking camera during the "stay aliiiive" bit made me laugh SO hard and I cannot explain why
Watched a CMCC Gauntlet run recently that was playing a Moon Druid, and their schtick was casting Conjure Woodland Beings, Wild Shaping into an Owl, and then flying around the battlefield to ping everyone with their AoE once a round.
It was Crazy Strong.
Potentially, TOO Strong...
And they didn't even do the "held Action Dash to ping everyone again"... which I get the instinctive feeling that it's an exploit in the wording, and not good game/spell design.
Conjure Woodland Beings is just a better Spirit Guardians, CWB and SG should do 3d8 and 2d8, not *5*d8 and 3d8 respectively.
treantmonk laughing manically in the background xD
"Are you sick of weapon builds yet?"
Hell nah, brother. New weapons combined with new feats can do really interesting stuff, so I'm excited to see what you can come up with
I'll die on this hill, but I love the nerfs to Sharpshooter and GWM.
Allows for more diverse builds (except for Colby who still uses GWM/Polearm Master builds)
Still one of my all time favorite channels so nice to just sit back and listen to these videos. Keep it up Colby!
41:08 *The orc dash.*😆(Hooray! Someone else who knows what an en dash and em dash are!)
In the latest Gauntlet episode, CMCC Builds shows off a Level 14 Moon Druid using Conjure Woodland Beings and it is absolutely absurd how effective it is with their high AC and incredible mobility as an owl.
I think potentially more than any other build this character becomes instant target no 1 for intelligent enemies.
Yes! Mixing Basic/Expert and Advanced rules was the best way to play D&D back in the twentieth century.
Not mentioned here is the potential teamwork buff, in which you have your allies grapple you and drag you around the battlefield on their turns for additional applications of the damage. This works especially well if your friends take the Grappler feat, and have some means of dashing on a bonus action.
Ask your table if they would find this loophole *fun* or not? For a *1-shot,* it sounds hilarious. In a prolonged *campaign,* I would get tired of it really quickly _(regardless of whether I'm the DM or a player)_
It's worth noting there's a pretty strong RAW argument that you can only move people more than 5 feet while grappling if they (and all their gear) are under your carrying capacity (which is Str x15 lbs), due to the wording (Grappled says they can 'drag or carry' you, and Drag is limited to a flat 5 feet of movement per turn).
Now, that's actually pretty doable in a few ways, especially if the Cleric is Small Size (or the person carrying them is Large Size somehow), but it's worth bearing in mind.
I am picturing the barbarian puting the cleric under their arm and charging around the battlefield like an American Football player. 😁
@@SortKaffe I absolutely agree. As a DM, I would probably homebrew some limitation to prevent that. The once per round limit probably makes the most sense, although it also cuts this build's damage in half. Still, unless RAW is changed by a future errata, the only way to prevent the use of that "loophole" is to make a homebrew rule.
@kclubok I would keep the incentive to get out of there on your turn, since grappling enemies to keep them in there is a meaningful play. I.e.:
_When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation. Whenever a creature _*_ends its turn in the Emanation, and once per round,_*_ when the Emanation enters a creature’s space or a creature enters the Emanation, the creature must make a Wisdom saving throw._
Omitting the last sentence _"A creature makes this save only once per turn."_ Thus, it's always limited to twice per round, but a creature can take the damage twice on their turn if they enter and stay there on their turn.
I think this is especially good because of the potential for an ally to help. If you have a monk buddy they can grapple you and apply the damage to all the enemies again on their turn.
The coolest build I've seen in a while, I love to discover new multiclass combinations with the new rules!
Thanks Colby! I’m not sick of the martials yet but psyched for your new caster builds too! Thanks for all your insights! ❤
I'm ready for an updated storm sorc with a Tempest cleric multiclass 😊
I'm curious, what was added that makes the change so substantial that you want an update?
@EscapeGoat708 all the classes were changed up. Especially the cleric. Though... I do believe the Tempest cleric is still under the 2014 listing so waiting till it gets updated more (if any) then it is probably best to wait a bit.
I agree, I can't wait to see it updated! Considering that all classes get their subclasses at Level 3, that would definitely change how many levels you take in each class 😵💫
@@ShadowBastion you know, chromatic or got a big (and interesting) buff. I think Colby relied on that alot in his old video. Now it has much more damage potential as long as there are 2 enemies within 30 feet.
@EscapeGoat708 something actually got a buff? Alot of my favorite spells all seem to have got nerfs. I'll have to check that one out
40:27 - I’d argue that the removal of the options that punished your party is a good thing for table-friendliness, no more one-shotting your party at low levels by dropping a fireball centered on yourself or crippling the party by casting confusion centered on yourself
Love the build. I think Druids have the upper hand, specially moon druid (weirdly enough) when they reach level 8 just because of the owl form. Free disengage, 60ft flight, 120 dark vision. Even though conjure woodland beings has a shorter area of effect, the benefits of this movement and free disengage multiply!
GLORY TO THE CLERICS! Happy to see a spirit guardians build out of you Colby.
Weekly request for a Goliath War or Light cleric: pretty please
An immediate build I thought after hearing the new emanation rules is Wildfire druid. Use your movement, then ready your action to dash, then command your wildfire spirit to ready a teleport action. With a 4th level casting of CWB you're doing 15d8 dpr to potentially multiple targets!
You have to talk your DM to homebrew a magic item for the Cleric of Chaos that, when you move in combat, casts Disguise Self automatically and makes you appear completely naked.
This way, even though you have the protection of medium armor, you end up looking like a streaker at a sporting event, dashing across the battlefield while you taunt your opponents, whacking them upside the head with your Spirit Guardians.
I fell asleep during this episode so I will be watching it again, but in my dream I dreamt you had an animated video to go along with your build and it was this cute chibi heavily cell shaded cleric just walking into a room and using spirit guardians and obliterating everything.
My 2 favourite classes, my favourite subclass and Wild Magic. Together. I didn't know today was my birthday.
As a DM, I. Regards to the Hallow instant cast once a day, I'd make the roll for it. I'd probably even call it a WIS saving through with 20 as the target.
I want to do a straight light domain version of this 👍…maybe with magic initiate, warcaster, telekinetic, then resilient con
Here is another build for bouncing around with Spirit Guardians and actually being decent in melee too:
*Centaur Sorcerer/Dance Bard.*
Centaurs have the highest base speed of any current species at 40 feet. With the Speedy feat, that goes up to 50. Inspiring Movement lets you move at half speed after an enemy has ended their turn. And you can get Spirit Guardians with Magical Secrets.
It takes until level 10 to get this going, but it is quite potent, especially if you have another emanation caster in the party whom you can also allow to move outside their turn.
You had me at Trickery Cleric....❤
So many shenanigans begging to be born with this one! Very fun one Colby!
Between this and the dungeon dudes, today is cleric heavy. It’s like a theme day!
I’ve been meaning to ask, and this build seems like a good place. If you have a multiclass character with three levels in one class and the rest in another, when you hit levels 19&20, should you take two epic books, one one plus the 17th level feature? I.e. hit level 19, moving your primary class to level 16 to take the feat (and it would be an epic boon as you are at 19th level). Then when hitting 20th level, go to level 4 in your secondary class to get another feat/epic boon! I’m sure it depends on the quality of various classes’ 17th level features…
@@chriscooper1978 almost always a good idea.
Love the idea of a party of 3 at my table for a Oneshot with a cleric with spirit guardians, a druid with conjure woodland beings and a centaur monk grappling them both or be mounted and running through the battlefield xD
Love ur work 🎉thank you for all ur positivity ❤
My parents love the Helix mattress! They say it’s the best they have ever had. Thanks for recommending it!
I think a lot of us, at least all the tables I played at, back in the day as kids, used bolth the AD&D hardback books and the box sets as well.
Arcane Trickstery Cleric.
Tabaxi Feline Agility: double speed as often as you want. Recharge on a 'don't move on a turn.'
May chaos take the world.
MAY CHAOS TAKE... THE WORLD!
This build seems so cool and it's fun seeing all the changes be improvements overall. Still waiting for the Berzerker build, though my rage is building! Thanks for every week Colby! You make these boring Tuesdays more tolerable!
If that is what they expect from us... THAT IS WHAT THEY SHALL GET FROM US!
When you showed the poll of "how often should one roll damage for spirit guardians", I was surprised that I didn't see "once per turn" as an option as that is the one that is most intuitive to me.
I largely think of it as "if we are currently resolving it for multiple enemies it should be the same, but if we shifted focus away from it and resolved a bunch of attacks/actions from some other turn then we shouldn't have to remember what was damage was rolled 3 character-turns ago".
I want to see a Divine Soul Sorcerer with all the new meta magic buffs, doing something like Extended Spell + Spirit Guardians + Dodge Action
Would also like to see something with a lvl 1 paladin dip, Sorcadin seems great as you can searing smite with very high level slots! (Additional 2d6 damage *guranteed* per upcast, not even including the additional damage per round if they fail their con save)
Mastery with Whip/Spear (you probably know but you can smite with thrown melee weapon attacks)
making a build that has both of these combined.
Paladin 1, Sorc x
abuse spirit guardians and innate sorcerery + cantrip (for advantage on the attack roll) into searing smite.
lotta damage!
and healing spells were buffed so, rerolling on divine sorc was also buffed!
Love the vids ❤
Dropping a booking blade on enemies stuck in your spirit guardians is gonna be fun on a build like this 😂
Blast - *booming blade
9:50 man I was so excited to hear you say we were starting cleric, that was funnier though
Thanks Colby. Great video as always. I've been looking at a spirit guardians build at the moment so this was timely. Think I will go with Goliath though for the extra movement, teleports and large size to increase the emanating aoe. Also, I'm not sure that multiclassing sorceror adds that much to this build and I hate missing out on new leveled spells! For this reason, I think straight class looks better to me
One thing I will say:
On the poll, I said you rolled the damage for the spell once per round, but that was primarily for convenience, because rolling each individual damage amount per instance of damage is time consuming. I'm fairly certain that the closest to RAI I can get is that each hit from Spirit Guardians is a separate instance of damage, so you would burn through sorcerer points like MAD if you tried to empower it.
For your Conjure Woodland Beings build, I think you should do a Sea Druid so you can have CWB and Wrath of the Sea active at the same time to do 5(+)d8 and 5d6. Then with your action in following turns you can use a whip with true strike and primal savagery.
Won’t do as much damage as holding your action to run past again but it’s thematically cool.
I think the problem with DI-Hallow is that the DM can bring in 5 enemy clerics to do this 5 times a day creating a massive area to just absolutely overwhelm you. This is a situation where you as the player don't want to do that because you don't want the enemies realizing this is a possibility and doing it better.
I fail to see how that's a problem. 5 enemies with class levels will generally TPK any party at any time. Heck, 5 champion fighters with heavy crossbows starting combat at long range will wipe most parties well they get in range and there's nothing abusive about that build.
Facing against FIVE enemy clerics is just a sign that you have a terrible DM and should leave.
@@randomnobody660 exaggeration: a statement that represents something as better or worse than it really is.
@@chiepah2 In contrast a single cast of hallow is very much preferable to a lv10 cleric fighting with everything else they have, or really any lv10 full caster doing things. Your point is kind of moot either way.
Love your builds always!
Would love to see a build for the new Oath of Glory Paladin!
I would really agree with you on the war caster buff spell thing *if* this was a new edition
But since the wording was changed from 5e I think it is absolutely rules as written now.
My homebrew for this kind of spell would be, they deal damage when the caster ends their turn and when the enemy ends their turn. This prevents all of the extra damage shenanigans that this build and previous ones have exploited, and the spell is still quite strong just triggering twice per round per enemy.
This is a really good solution, stealing. Thanks!
It should only ever trigger once per round. Its unbelievably broken to even allow it twice.
I’m making all these spells able to apply damage once before the start of the caster’s next turn.
My crazy idea for a sustain damage build is a fight/evoker wizard. 1 level fighter for greatsword mastery (or some other class) and 3 evoker. Use true strike, if you hit its 2d6+mod. Miss its half that then add mod damage again from graze. Maybe eventually get some celestial warlock levels and agonizing blast to add mod damage twice over. It gets pretty M.A.D. but its reliable damage.
Wow, being MAD isn't much of an issue if the damage is almost the same regardless of whether you hit or not.
@@SortKaffe yes and maybe no. The characters damage is going to be pretty good since missing mean much less. The characters con and maybe AC is going to take a hit. I haven't actually built the character to check the details but I do think it's neat.
Prayer of healing with divine intervention
I think a multi level dip into druid for a flight form for even more movement would be worth consideration.
So, thought that has popped into my head regarding “Invoke Duplicity”.
It’s a perfect copy of you, which I assume would mean if your appearance changes it’s does as well. If you use Disguise Self to make yourself look like a party member, would the duplicity change as well? If so, then would your party member also benefit from the “enemies have a hard time determining who is who”?
Erebus approves. Prayer of Healing from the new book also looks amazing as a DI spell. Give 5 characters the benefit of a short rest and 2d8 healing in the middle (or just before) a fight.
Every character I’ve ever made has had options to be quick as movement IS the most underrated mechanic in dnd imo so I’m definitely going to use this idea
Duo build between this and the last build (monk with CWB and cleric with spirit guardians) would be insane with the monk grappling the cleric and both moving around like crazy
My divine intervemtion HR is that it does not change casting time (but allows reactions).
Rolling damage for Spirit Guardians for every target every time is how we do it using Fantasy Grounds for my group. It is the easiest way to do it in that VTT, I think. At least for 2014 rules, where it's easiest for the Cleric player to drop the saving throw onto targets as they move on their turns (or are force moved on another player's turn) into the area of effect.
The exception being whenever you cast it or move so that it's damage is inflicted on *several enemies at the same time.* Then I would just roll damage once, like when casting *Fireball* etc.
12:07 FYI, Adrenaline Rush is PB times per Short or Long Rest. So it's a lot better than you gave it credit for.
Conjure minor elementals is just as likely to be banned (or at least nerfed) as hollow for divine intervention, so I think you should double the numbers for the final damage report if you really want to compare it to the valor bard on the same ground.
There is a new Rule for bonus actions in the rules glossary. This would make this build stronger, possibly making your action free to use on other things with the bonus action movement from lvl 6 trickery
Bring the chaos to the meta game--when you play it, make your alignment lawful
"And.... I'm ok with your judgement." 😂🤣
Please try a Druid of the Sea build. it looks like a superhero in the making with that ocean spray emanation
Yes please. The introduction of the *Bonus Action* requirement shuts down the *Monk multiclass* that you did with the playtest version, so I'm looking forward to seeing an update.
I’d love to see you try to make Abjuration a good sustained damage dealer.
I believe in you Colby!
Grappler feat, Cloud of Daggers, and Armor of Agathys? Goliath (Stone) for better movement while grappling and two d12+Con Reactions to make your upcast AoA last even longer. Start *Fighter* for *Unarmed Fighting* style and *Tavern Brawler* for rerolls if you can't take the *Rune Carver background* for AoA.
Colby mah guy you are undervaluing tricksters ability to teleport, if there are more than 3 enemies you will see a dramatic increase in damage with it up. The teleport just does so much for you. Why would you take freedom of movement when you can just teleport out of a grapple? Oh your duplicate is in a bad spot, then why not just summon another, we don't have anything else to use our channel divinity on.
As someone who played the new trickster(without the spell changes just yet) it was amazing, I was never stuck, never pinned down, always inconvenient and delt a lot of single target damage with Toll the dead and multi target damage with Spirit Guardians (this was before spell changes as noted).
Anyways trickster best cleric subclass at the moment.
I feel like WarCaster’s “you can cast spells without a free hand” benefit is kinda obsolete now.
If you have a sword and shield you can just put away the sword using your free object interaction-> cast the spell -> then draw the sword as part of the action you use to attack with it.
So the Freat is mostly just Eldritch Mind + Opportunity Cantrips
Opportunity spells*
The Hallow thing. Yeah. I don't know which Gods would be OK with just consecrating random areas to them all over the place, 1/day.
But if any of them would be.. a Trickster God might :)
Howdy Colby, I humbly beseech thee to consider a thematic build: Sun Wukong
I somewhat cooked up but can't figure out the optimal order for leveling/feats to taken but the flavor is on point and seems to me to be consistently fun!
Basically we are gonna go 11 levels of monk (2024 or 2014) specializing in Way of the Serpent from Guide to Drakkenhiem then 8 levels of Mountain circle Druid for stone flavored spells and more wisdom focus finally 1 level of hexblade warlock for the extra spiciness
The monk subclass is all about using the quarterstaff to its max potential or alternatively I would say maybe kensai monks to replicate the effect of a Focus Point in game being a +1 bonus etc etc
For the channel divinity at lvl 10, just home rule that its gotta be a casting time of 1hr or less. That alone will simplify alot of the cheese
And still allow Prayer of Healing in combat, which now also provides the benefit of a Short Rest.
Let Chaos Reign! *shakes hands suggestively*
My initial thought on Divine Intervention was it had gone from this long shot roll percentile dice, call for aid and maybe, just maybe, the DM will work in mysterious ways to help you overcome some big problem in the storyline. Something you'd maybe been asking for for several long rests by that point because the odds of it happening were quite low. Now it seems like just an extra spell slot.
Then my friend pointed out that the spell your intervention uses doesn't have to be one you prepared. If the rogue has turned on you all just as you reach the Golden McGuffin of Moradin? Put your hand to the ankh round your neck and cast hold person. The ship is damaged and you're all about to drown? Not with Water Walk you're not! But then looking at it Clerics don't get a huge number of situational spells like that, so you're back to saving yourself some diamond dust once a day.
Cody I would love to see you do a Warlock build using "Gaze of 2 minds".
3, No more, No less. 4 thou shall not count, nor thou 2, unless proceeding to 3.
5 is right out!
Thanks Colby.
I don’t think SG needs to be nerfed bc it really only gets this OP when you do this shenaniganary. If I had a player at my table who wanted to do this, I’d make sure there were sufficient challenges to deflate this tactic - flying enemies, spread out positions, throwing magical effects down that would need to be dispelled, etc. there are plenty of times as a cleric where SG isn’t the best option for concentration. I think this would get annoying if abused, that SG would work fine as intended (ie not offensively with the rugby tactic but more as a defensive feature), and that if my player insisted on playing this way, then I’d make the combats specifically around avoiding this tactic to make them operate differently. Another great video Colby!
Spirit Guardians now feel like offensive lineman just depleting the opponents trying to tackle their Cleric running back as they run across the field.
~_~
Imagine 4 Emanators on a flying carpet of doom taking turns flying it and Chinese fire drilling every time it stops.
I am running a game now where I have one guy playing a Trickster Cleric of Loki, so I homebrewed a Blessing of Loki where the Cleric has to roll Wild Magic similar to Wild Magic Sorcerer...with the exception of that Wild Magic occurs on a 1 or 2 roll. He also has a Wand of Wonder....Good times. 🤣🤣
When I hear people talking about throwing hordes of undead so that a cleric can feel cool and exploding them, I remember a short game I ran of all cleric (A-Men!). I had one boss encounter for them with a vampire lord and a horde of undead. 20-30 of them. Don’t you think ONE of them would have use Turn Undead? Well you would be WRONG!
wow!
A-Men.
A gamer of culture (and JoCat) I see
Do you think since new backgrounds come with feats by default then Strixhaven bgs are on the table?
Lorehold Student gets (basically) magic initiate, but more importantly adds Spirit Guardians to any classes spell list
If thats an option id love to make a Dance Bard abusing Inspiring Movement instead of holding actions
Definitely more likely. They're still really strong, but I'd be more willing to consider them, at least.
@@DnDDeepDive can any bard take Spirit Guardians after 10th level with new Magical Secrets?
Not just Lore bards getting it early
@@topherrobeson4446 yup
I actually like Prayer of Healing more for Divine Intervention. That's my main plan for Divine Intervention when I play a cleric.
Both happened in this video:
Most comforting thing I've heard from Colby: How to deal with your inner critic
Most upsetting thing I've heard from Colby: Bolth
That “Priest of Loki” image gave me an idea for a character. The priest just being Tom Hiddleston made me think “What if there was an actor Cleric that played their deity in a show?” Then it made me think “That character could be a bard/cleric multiclass.” If you could make that work, I’m watching that day one just saying 👀
You haven't done a two character build in a while... I'd like to see "The Heisman": size small character who casts Spirit Guardians, big buddy to carry him with every speed enhancement and opportunity attack avoidance possible. Don't fumble!
What about Booming Blade and Green Flame Blade? Not that it would be a great choice, but should the attack roll of these cantrips get advantage from Innate Sorcery?
Yes, if you use content from Tasha's at your table
Omg I literally just finished watching LOKI s2 yesterday night 😭
I wonder what marketing research led to Helix deciding to sponsor a D&D channel but I'm in the market for a new mattress so I guess it worked haha
Monty Python AND Hamilton. AND AND a new cleric build?! Tis a glorious day.
Oh my... This should be interesting!
Given that these days my home rule on multiclass if I allow it at all is:
1. You must be level 3 in one class to be allowed to multiclass
2. When you multiclass you commit to take your next 3 levels in the new class
3. At tops multiclass between two classes is allowed
A lot of the stuff you assume about multiclassing which is still an optional rule even in the new phb won't work. My rules get around a lot of the stuff like I take a 1 level dip in Warlock and will never know who or what my patreon is.
Also as DM I consider any reading of spirit guardians that progs the damages more than once per round as unfaithful (same goes for the whole class of spells that got the same treatment like moonbeam etc.). The rewording of all of those spells was obviously done so that any token can only take the damage once per round and that all the shenanigans of forced movement won't trigger it over and over again. On the plus side it stopps the DM abuse of movement between turns (i.e legendary actions) in order to have certain bosses never take damage since they never start their turn in these effects.
So sorry but the I ready my action to trigger spirit guardians all over again is not a sign of spirit guradians being to good it is in my opinion an unfaithful application of a reading of the spell.
Woooo wild magic!
I just started the video but I love full casters and I love norse mythology and especially Loki, I’m really excited about this! :)
Thanks for making these builds, I love them for inspiration on what I can do in my games
Also, do you plan on doing more Cosmere rpg stuff? I can’t wait to play that with my friends and I’d love your thoughts on PCs
While I really like the idea in general and the optimization idea, as a DM I would have a serious word with a player who told me to ready an action to move every damn turn :D
I think this is the most bad faith thing in the build and nobody is mentioning it.
They intentionally changed spirit guardians and this seems like a cheesy way to get around it.
@@henryallen5852 I mean, a lot of these highly optimized rotations are a bit cheesy and often very repetitive, but this one seems particularly bizarre to me
Yeah, I'd allow it on rare occasions, but definitely would not allow this as a standard tactic. It's very cheesy and OP.
@@androlgenhald476 Sure, I love Colby's content and his approach to figuring out what's possible when you hit the limits, but I think in reality most players are much more grounded, and that's a good thing :D
I'm not sure I get this idea. I mean, Hasted Rogues were already using readied actions to get around the 1 Sneak/turn rule. Same for opportunity attacks, etc. The designers baked in a work around to the rule (and I HAVE to think have an observant enough design team to have noticed the change and potential uses), but you have to actually build around it to make it really function to the highest level, not to mention the fact that spaced out enemies and enemies with ranged attacks can spot the strategy and just... eat this low-AC/mediocre HP cleric/sorcerer alive. XD
It does a LOT of damage, but at the end of the day it's JUST damage (okay, it's SOME control with the lowered enemy movement within the area), and if a player is genuinely having fun playing this build, then there isn't really any reason to stop them, unless the DM is just having a hard time balancing encounters (which is fair, but requires growth as a DM more than a conversation with the player in this particular instance).
👊👊Let chaos reign! 👊👊
With a Monk ally taking you with them with step of the wind..... wow