@@laurenbastin8849 with the UA version of Wild Soul i nuked my party. Did 1d10 necrotic damage to everyone around me, nearly killed the rogue, put down the paladin, and killed most of the spider around me, got a shit ton of HP from that as well Edit: corrected the numbers.. And as a extra: My DM let my character lvl up a few times after a tavern fight, so i was lvl 3 and everyone else was around lvl 1-2 and a few rounds in the fight (my character was a barbarian nobleman and didn't like raging that much)
What is this? A group of kobolds unblessed by the miracle of Bees?! My suitcase full of Bees should handle this! Dr. Bees is my new character now. Thank you. I gad forgotten Harry Partridge existed
I'm very upset with Wizards because I wanted to play a Druid that could control bugs and I made one like a month or two before they made it a Ranger subclass. YOU HAVE MADE A FOOL OF ME FOR THE LAST TIME, WIZARDS!
Peace cleric; possibly the most powerful subclass in the game that gives the entire party bear totem barbarian level of defensive capabilities.: Davvy: *doesn’t freak out* Twilight cleric: has good peepers: Davvy: “get this unholy abomination out of my games”
The resistence comes into play at 17th level. Comparing that to other 17th level stuff, we have life domain's "max heal", arcana domain gets 4 6th-9th spell from wizard list, war domain gets damage resistence against weapons, forge gets resistence against weapons and *immunity* to fire and grave gets to heal from dying people. And also the ability of peacetriggers when you take damage for someone else and is only active while channel divinity is. This makes it a lot less powerful than bear totems ability, as you cant really keep yourself safe, you need others to keep you safe, it also costs a reaction which is actually an important thing for frontlines as they want to get attacks if oppurtunity. It is definately strong but not broken for its level. At 17th level I'd compare it with Rage Beyond Death of Zealot Barbarian, 14th level ability that puts Bear Totem to shame in terms of survivability. Twilight domain on the other hand, at lvl2, gives 10 rounds of constant temp hp to everyone. Without any concentration required. This means, even if only 2 targets are being attacked, twilight domain is canceling out 2d6+4 damage per turn for 10 turns. At 17th level, it is blocking 2d6+34 damage. An adult red dragon(cr17) deals 56 damage per turn on average if all of its attacks hit. Which means you are reducing more damage than you would with resistence. In fact there is a chance you can nullify entire turns, because you also give half cover to everyone you want, which is a +2 to ac. So, if the dragon targets the fighter with 20 ac, it has +14 to hit, meaning it hits 75% of the time. With +2 ac, thats 65%. So its damage output becomes 36.4. With the temp hp, it is reduced by 20.5. So, you reduce the damage to 16. Peace domain bond wouldnt work well with multiattack(unless you want wizard to teleport next to the dragon), and twilight's feature gets stronger if the dragon were to attack 2 targets, as 36/2=18 and the temp hp on each is 20. Math checks out, even with infinite reactions, twilight outpaces peace. But if you combine them, you can force attack distribution which would let you exploit the temp hps further. Not doing the maths but you can probably reduce a tarrasque to 30 damage per turn with the right team
@@carpedm9846 alright. Twilight domains available channel divinity is busted. With the utility granted by flight and 300 ft of shareable dark vision twilight domain is really good. But let’s talk about emboldening bond. Note how the ability states that each creature can add the 1d4 per turn, not round. Additionally you can buff yourself. This results in an additional 2d4, to two creatures on every turn of combat. This is a weaker bless that can also effect ability checks, but This effect stacks with things like bless. Yes, they stack. This is larger bonus than advantage from dark vision. In fact this, on average, nearly doubles the expected roll outcome. However the core feature scales off of PB, this is slow, where a dimmadome can turn a party of glass cannons into Thor Gjorbinson, the bond can only really effect front lines. But, with the bonus from emboldening bond, combat is still trivialized. Now you kinda dissed protective bond with the teleportation at the cost of a reaction... the reaction is rather infrequently used, most classes and subclasses never even get to use a reaction in any way beyond a possible opportunity attack. You can be creative with this, and while flight is better than teleportation, the teleportation effects allies as well. Also enemies don’t have to trigger the teleport. This is like teleportation as a reaction cantrip. Last but not least, you covered a lot with the peace domains capstone, but did you know you can also basically use this to spread an instance of damage across the entire party’s health pools. That’s better than half cover, In my opinion but to each their own. I also like peace domains spells more, but that’s just... whatever
@@boyo5970 the fact that it costs reaction isnt bad just because it prveents AOO. Its a nerf as it prevents multiple uses of it. Another glaring issue is, peace doesnt get heavy armor. You are not going to tank anything, so for damage sharing you need to have 2 frontliners. And then the ability can only be triggered twice, if the enemies change targets. And until 17th level its nothing more than "I get hit instead and take the full damage". And as a cleric you want the damage to be in a single person, for healing purposes you never ever want multiple people at half hp. Its better to have 1 person at no hp because then you can upcast cure wounds and heal them up for 20+ hp. The damage taking is very situational. Maybe if one of you have resistence to something it can come in handy, or maybe you are at low hp but need to stayalice a bit more to cast healing. Maybe you bond he wizard and fighter so you can get some emergency repositioning. But its just that. Emergency repositioning. Wizard will never take the hit for fighter. You will rarely ever consider teleporting yourself. The d4 is good. It is the strongest feature of this subclass. It recharges on a long rest so you wont have this on every battle unlike a channel divinity. Stacking it with bless is good, and actually gives you incentive to bond yourself so maybe you can avoid a concentration roll. But at that point you are using 2 limited resources to get an effect. A powerful effect, yes, but its not as powerful as casting fly on the barbarian and dropping the BBEG for 20d6 damage. Its lvl6 afterall its the power bump of the cleric and after that you stagnate for a long time. Thats one of the elements of the cleric, you get occasional power bumps and then you stagnate for a while. The only issue i can see is someone using peace domain as a 1 lvl dip as the ability scales on PB. The bond can be compared with grave domain I believe. Grave domain allows for double damage, without calling it a crit, meaning it combos well with hold person letting the rogue hit for 4 times his sneak attack bonus and can do this on a short rest. It is a good channel divinity and gives around +5 if you can keep up bless. But bless is concentration(you cant tank anything), and thats also to blame on bless. Other features of peace domain is lacking. As I said, teleport is extremely situational, the resistence comes too late to take advantage of in any meaningful way. So the class's main selling point if that essentially free d4 to a lot of creatures. A decent power but most players see it as "aha my players are doing amazing" when they get blessed, while temp hp is more "well here goes mr cant damage us". Overall abilities that let you DO stuff is recieved better than abilities that dont let you do stuff. Afterall a player can roll high. Rolling 10+7 is not different than 15+2. And sometimes a player can consistently roll high. But that isnt really game altering compared to "you cant hurt me." Though Im on the camp of "barbarian+twilight+peace is the strongest party"
@@AlexisVolk97 or do what every good DM with learning incapable players (aka every DM) does and buy some blank D6 and mark it apropriatly (aka 2x1, 2x2 and 2x3 dots)
Yeah with aura of life it seems quite insane. The cleric can have their team tank for them while they maintain concentration, and if any character is about to get killed while being downed someone else can take their place.
1:15 "Spreading your virus around like an antimasker" God I love this quote, and I am glad to see that my favorite dnd youtubers are speaking out about this issue.
Everyone: "Wow, I love those new Tasha's subclasses and features, so flavorful and useful." Me, seeing the Poisoner feat: "POISON'S BACK ON THE MENU BOYS"
“300ft darkvision op!!!” it’s no different from fighting in daylight. oh no! also Dungeons aren’t just singular super long hallways so it’s not like you’re seeing everything. i don’t see how that darkvision range is busted especially how 120ft darkvision is plenty for any dungeon.
It's probably because if you're doing even a little realism then people being pelted with arrows by someone they literally have no hope of seeing gives them a massive disadvantage, even the drow would take about 3 turns before they would even be able to see you in that situation, which also means that you are essentially safe from harm in a lot of circumstances for a while since they can't even arm themselves with a bow and return fire at you and since they can't see you they also can't target you with a spell even if they had the range to do so normally.
@@deathfury4039 cleric+ rangers, especially with the new Tasha options, work really well together and I guess the whole "I am vengeance, I am the night" flavour that gloomstalker has works with the spooky flavour of the twilight cleric. especially for a i can snipe anywhere from the shadows
I keep seeing this misconception, but the math doesn't work out that way. A +1 =/= +5% hit chance. Otherwise a +20 would be +100% hit chance, and any creature with an AC above 20 proves that is not true. Edit: Ignore this comment, I was wrong.
@@lucasbrant9856 well you could also see it as a reduction of RNG by 10-40% since it can add that much to chance to hit and that is what i feel makes it so strong paired with bless ( not to speak of the other features) because it reduces RNG in such a major way
@@lucasbrant9856 If I have a +10 to hit vs an AC of 30 then I can only hit on a nat 20: 1/20 Chance or 5%. If I add 2 to my to-hit roll now I can hit on a 18+: 3/20 chance or 15%. With a d20 every increment of 1 = 5% increase in absolute terms. Since you have an X in 20 chance of success 20 in 20 is 100%, 1 in 20 is 5% From a relative sense in my above example the +2 = 200% increase in relative chance to hit since it's now 3 times as likely to succeed.
Twilight cleric: The darkness is my friend and companion. Nothing can surprise me with my god-tier darkvision. Gloomstalker in front of him with a knife: [smiles] Seriously, the twilight cleric is the most situational cleric in the game.
Exactly! It has multiple abilities that are basically useless if there's a light source around or if enemies are invisible or under ground. Its still solid because you're still a cleric but this talk of being OP is utter nonsense
@@helplessblobfish3935 I agree that it is strong yes but a "win fight button" sounds like hyperbole. It all depends on the table and how the DM crafts encounters. Barring tier 3 and 4 play (since most games don't make it that far) the most temp hp a party is going to get per round is like what? Maybe 16 temp hp at max if we are talking level 10. By this level creatures have multi attack, resistances, elemental damage on top of their base attacks, its also when we start seeing more spellcasters introduced. DMs have all the tools they need, one ability is not enough to trivialize that, surely not this one. While it is a nice shield you are providing for everyone its not actually healing your party and once again if the DM is smart they will make sure the encounter challenges pcs and their abilities.
I recently started playing as a Peace domain cleric. It didn't take 10 minutes for me and my PC to be labled the shonen protagonist of our party. 10/10 would recommend
Bard of creation note. Animating things does not specify "not worn or carried." Animate their armor. IIRC, the animated objects have a fly speed. Bard op
@@gwest3644 You’re not thinking this stupidity through hard enough. You animate an enemy’s armor, have it fly them up to a stupidly dangerous height and then have it STOP flying and drop the enemy like a falling safe.
Also you can ride things that are one size bigger than you, and you can animate large objects. Thats plenty of non-concentration flight for a 6th level character. Come to think of it, a lot of Tasha subclasses get to fly a bunch. Kinda strange.
@@empoleonmaster6709 I like the way you think! I actually know that Polymorph is one of the most underused spells for its true power: just polymorph your enemy into a bluebird, put them in a birdcage, and end the spell while they're in the cage.
@@itzplant3196 they might not stack but you have magical darkvision give your party margical dark vision. cast dakrness on yourself , party has advantage monsters disadvantage. murder everything
@@edarddragon ...Magical Darkvision doesn't exist, or atleast not in D&D 5e. If your refering to abilities like the Shadows Sorcerer: You spend something for the *ability* to see through this darkness. Its not specifically a darkvision. The ability to do something like that was removed from this cleric. Nor, does the expanded or cleric spell list have acess to darkness.
While I will miss having Fireball on my Tiefling Druid's spell list, I'm actually happy with how the finalized Circle Spells turned out (especially with the additional two spells learned at 2nd level). FIreball was probably taken off the list for three reasons: 1) Enhanced Bond feature would add an extra 1d8 of fire damage to all targets hit by the fireball, essentially upcasting the spell for free. 2) Fireball is generally a more potent and efficient spell than Flame Strike, making Flame Strike a redundant spell that would see very little use. 3) To keep the Circle Spells balanced between fire spells and healing spells (the destructive and creative aspects of this subclass), Fireball was swapped out for Revivify (perhaps the most iconic healing spell in the game).
Personally, from what I've seen and read, my favorites out of Tasha's are Swarmkeeper Ranger and the Circle of Stars. I love that with Swarmkeeper, they don't outright say insects, they say Tiny creature (That are actually fae but whatever). This means that flavoring this subclass is going to be super fun. I wanna do one where the swarm is just chickens like a bad case of attacking the Cuckoos in Zelda or like a desert Ranger who uses Scarabs... Ya know... Instead of the whole Bee thing which is boring. Otherwise, I'm a huge fan of cosmic themed class/ subclasses in games so I love the idea of the Circle of Stars. Not so much in the sense of being interested in aliens but rather the mystique of the stars or other such romantic nonsense.
Designer: Hey man I think the cleric is a bit strong you think we could tone back the buffs in the new subclasses a little bit? WoC Senior Designer: *Snorts Cocaine* What if if had INFINITE DARKVISION!
Infinite darkvision is just not that strong people. Useful? Yes. Strong if your dm lets you sit back and snipe enemies in the dark? Sure. But OP? Hardly. How often do come across enemy's in the game that are in a position were you can just snipe them from a distance? Let alone in the dark. Nine times out of ten you more than likely rounded a corner, opened a door, or stumbled through some under brush and there they were. thirty to sixty feet away. Just as often they stumble on to you.
6:34 I will say, the Twilight Domain's flight ability can only be used a number of times equal to the Cleric's proficiency bonus, so it's not like they can fly from point A to point B, but it does make them very maneuverable on the battlefield
I think you were way to hard on the twilight domain. Flight only in dim light or darkness, someone cards light or daylight on you, boom fall damage. Dark vision just lets you see more, as long as the area is dim light or brighter, it won’t give you advantage on attacks or any tangible bonus in combat. The temporary hp is nice but it’s not game breaking. If anything, the peace domain is broken. Stack bless with the d4 they grant and you and two allies have an average of +5 on every roll. Swap the barbarian and the casters every time they takes damage, essentially making your party unkillable.
Temp hp IS kinda broken. Stacking with bless for 2d4 is nice but you are using up a spell slot and a CD. Resistence only triggers when someone takes damage for you, and only after 17th level. So it will come up very rarely, as you dont want the wizard to teleport to the frontlines and the martials only have 1 reaction per turn, meaning multiattack will tear through that ability and multiattack is plenty at high levels. Twilight temp hp however is not balanced at all. At 17th level it gives d6+17(average of 20.5) temp hp per turn per person and also +2 ac. A cr17 adult red dragon deals on average 56 damage if all attacks hit. Lets say that there is only 1 fighter with 20ac, so all of the dragons attacks go for that guy. Dragon has +14, which means 75% chance to hit. +2 ac means 65% chance to hit. Reduces dragon's average damage output to 36.4, with the temp hp, the damage is reduced by 20.5, meaning fighter takes 16 damage. If there was another fighter, he could only take 1 of the multiattack hits, and even if the dragon has 1 big attack that dealt 56, at 75% thats 42 damage divided by half thats 21 damage. So even tilting the scales by ignoring multiattack(which would make it a lot worse for peace), Twilight domain reduces damage more. And this is only the case with 1 target. If there were 2 targets the damage would be 36/2=18, completely nullified by 20temp hp. If you had infinite reactions to halve damage, with peace cleric you would be taking 10 damage(2 targets equally jumping in front of eachother), while twilight domain reduces that to 0 damage. Math checks out, peace domain will be reducing the damage by 13(dragon's bite does 26. If bite misses or deals small damage, peace will reduce even less damage cause thats how halving works) while twilight does more.
That 300 foot darkvision can be countered indoors by having twisty, turny passages that don't have any lines of sight nearly that long. But outdoors, or when sniping at range, it's massive. A lot of encounters have turned into "snipe at 300 feet with Eldritch Blast, an archer with Sharpshooter, and the Twilight cleric's crossbow until the enemies have to come after the party or be shredded".
With the new Druid subclass now you can recreate Stardust Crusaders: -Jotaro: Acient guardian. -Polnareff: echo Knight -Joseph: astral monk. -Avdol: new Druid. -Kakyoin: Wizard???
Kakyoin is Warlock. Emerald Splash is reflavored Eldritch Blast. He took Eldritch Spear and Spell Sniper to cast it at a range of 300ft (about 100 meters).
I mean to be fair, if any class was going to out-darkness the drow, the Twilight Domain cleric seems like the one to do it (Also, you could take this as a chance to give your slightly higher level bad guys that gloomstalker ranger feature that makes them invisible to dark-vision)
I mean even shadow sorcerer only gets 120ft of darkvision, I don’t understand why the cleric gets 300ft, it doesn’t really seem broken to me because there is honestly gonna be maybe one encounter where it’s relevant but it just doesn’t make sense
Or you could just cast magical darkness, I really don’t see why people think this ability is busted. It’s not like PCs automatically see everything in that 300ft
If you're min maxing a Cleric you're playing Peace. It so much better than every domain it isn't even close. The video doesn't mention it, but that "guidance" ability he mentioned is also bless. And Stacks with Bless. Rolling 2d4 on all saving throws and most attacks just breaks the scaling of the game. Meanwhile people are still crapping their pants in fear over the power of dark vision. For... reasons?
@@Nevergunnapaost DMs angey they cant flex on their PCs for not playing elves bc the setting is mostly human and we were told that humans are racist toward every other race all the time and we want to be able to enter a shop
I’m really excited about Tasha’s Cauldron, since I’ve been waiting for a long time for a new setting-neutral source book with some sexy new features, spells, and subclasses, and this sounds like it’s exactly that.
I homebrew the bardic inspiration buff as just being for valor bards. It fits into the deal they have, makes valor feel closer to a distinct subclass and not just "worse blades", and the regular bardic inspiration doesn't feel like it needs a universal buff. That's what subclasses are for.
I just realized that they removed Fireball from the Wildfire Druid spell list. Replaced it with Revivify. Which became a Druid spell in Tasha's... *flips tables*
I feel like I'm the only person that likes that druids don't get fireball, to me the spell just feels like destruction for destructions sake and not a controlled burn like how the Wildfire Druid is portrayed.
I don't think wildfire is supposed to be a controlled burn style. Even the name seems to go against that idea. There's nothing controlled about a wildfire
It's honestly stupid that Stars druid didn't make it into Theros. It's painfully obvious that it was intended specifically for it (I'd argue even more so than the two we did get), and even though Ravnica also only got two subclasses, Eberron got an entire class! The new book came out just in time cause I just started a Theros campaign and one of my players is using the new star druid. The other two were completely ignored, and my players love 300.
considering the nature of theros you could spin it as cleric of any green and/or blue gods that are more connected to nyx or nature so I could see why they choose to omit it... or they just ran out of time.
like maybe it’s bc i’m not a huge dnd nerd but i really don’t see how these things would be problem. endless nightvision: okay like they would still see them eventually flight: oh no what if someone could idk shoot temp hp: a cleric good at healing? scandal
@@doing_aok homestly your not wrong. The only bonkers ability is the darkvision. Artificers do the channel divinity better on almost all fronts, flight at level 6? Genei warlock gets the same thing. Its cool sure, but super darkvision is not super op, and the other abilities are simply done better by the artellerist artificer.
@@doing_aok The reason some of this would be potentially broken. People forget that 2-3 of these abilities require darkness. The Night vision: This is the one that most people probably think is crazy. You basically out vision all opponents in darkness. Flight: As he said not that big a deal but it still pretty crazy. Temp HP:It affects the party also and it refreshes every turn. Also doesn't require concentration.
@@barcster2003 I agree people get kinda pissy when there's darkness YES Cleric can just throw all they "sunlike" powers around that give light and all that. Yet if they're upset they cannot set a BS ambush with creatures and or enemies that CAN see in the dark yet you cannot that's BS and I would call them out on it. Personally I found Peace to bit a bit more "busted" because with that "peacewalk" you can do you DON'T have to heal anything you can just move which means you cannot really get pined down. You CAN teleport allies to you by hurting yourself which can pull them out of hazard. Then the aura is so good you can honestly buff the team so well you can honestly play very offensively. With how I wanted to build Peace I wanted to make them a Lizardfolk so I can be beefy with all the con and have a wis bonus. Then the bite once per day is a bonus. Yeah Twilight on the surface is "broken" yet anything can be if you tried which means if they DM cannot keep up with the players it ain't the players fault for knowing what they can do. If the players know their class/subclass that's a good thing over the constant fumbling around
My personal favourite from this book is the order of scribes for wizards. Apart from the fact that it removes one of the most potentially annoying thing about playing a wizard leaving you free to go for a swim without 3 custom made cases for your book layered on top of eachother to protect your bubble wrap covered book, it also lets you shift the damage types of your spells as many times as you want. Besides just ignoring resistance and exploiting vulnerability this allows you some stupidly cool spell flavouring - fireball? Make it a purple cloud that deals necrotic damage and have it just dehydrates people. Delayed blast fireball? If your DM is nice, you might be able to shift it to prismatic spray's damage formula so everyone in the area gets hit with a random damage type, turning it into a wild whirlpool of colour. Psychic scream? Make it deal equal parts fire and bludgeoning like meteor swarm and describe it like 10 flaming coconuts flying towards your enemies' heads and exploding. There's Just so much potential for stupidity.
Isn't peace domain super broken too? The bonus from the bond, as long as you're within 30 feet of the cleric, once per turn you can add a d4 to your ability check, attack roll or saving throw. I mean, can the bonus from the tether stack with blessing and guidance? And if you have a bard in your party can it stack with bardic inspiration as well?
One thing I've started at my table is a 23-level cap. No single class can ever go over 20, your Proficiency bonus peaks at +6, you can't have more than 20 levels of spellcasting, you get your first class's Hit Die then your 19 best remaining ones, etc. (to not break any mechanics that expect a peak at 20) but you can go up to three levels deep in a "side hustle" and still hope to max out your main class. Now we've never taken a campaign that deep, but just knowing this option _exists_ makes for some more powerful builds in the midgame, where characters would know they're not forsaking their capstone features -- just delaying them. The mechanical effect is actually _zero_ on players because there is exactly one 20th level NPC (Wiz 17/Rogue 3) and no PCs above 14 at present. It just induces a mental shift that multiclassing is not only OK, but something _everyone_ will do eventually, so players are encouraged to optimize for the midgame knowing they're not throwing away their endgame potential. This means a whole lot of options open up that are as good as or better than all but the most OP subclasses. I've ruled that Pact Magic slots cannot be used for Sorcery Points or Divine Smites -- only to cast spells or do other Pact Magic things (so something like Searing Smite can still be cast with Pact Magic slots). This seriously cuts down on the exploit potential of hexadins because they can no longer wait for a crit before deciding to smite, but sorlocks can still figure out ways to use their warlock slots every fight and be great. A Divine Soul sorlock can almost always cast useful Cure Wounds with the Pact Magic slots if they didn't get burned in battle, and convert their 1st level sorcerer slots to sorcery points. Here's the exact language I've used: What does it mean to "raise the level cap"? You probably won't get into this range, but add it to the things a character might take into consideration while making decisions on whether to multiclass, how deep, when, etc. since they know they can go three levels deep in a side hustle and still max out their main gig. • No class can exceed level 20, simply because there are no definitions beyond that point. This house rule will require multiclassing to be useful. • Your equivalent spellcaster level cannot exceed 20. • Similarly, your Proficiency bonus is capped at +6. • Your first class hit die never changes. After that, you only count your up-to-19 best Hit Dice. This applies both for calculating your maximum HP, and for how many (and what type) Hit Dice you get for healing. • All other mechanics that were not prepared with this higher level cap in mind will likewise be limited to 20 levels. If someone scans you for information and chooses to know your total level, they will see 20. • The leveling chart is extended as follows: ° Level 20 355,000 XP (the rule hasn't changed, but it was wrong in the last version of the calculator) ° Level 21 410,000 XP ° Level 22 470,000 XP ° Level 23 535,000 XP • The intent is to allow you to have your multiclassing cake (greater effectiveness in the early and mid-game) and eat it too (still get the cornerstone abilities of your class), up to a 3-level dip which is enough to get a sub-class no matter what second class is chosen. The hard choice of when to multiclass still remains, or whether to forego your capstone and take another ASI/Feat from Level 4 of the side hustle.
I just started playing a Twilight Cleric of Ellistraee in a campaign and the DM nerfed it a bit, for good reason, reducing the Darkvision range to 120 feet, taking away Heavy Armor, and reducing the Temporary HP to 1d6 + Wisdom Modifier. We've only played one session so far, but I feel like this is a workable compromise.
Honestly the peace Domain is even more broken than the Twilight domain since you can stack the bond from peace as well as bless along with many other game breaking things.
As a warhammer player. I am very familiar with the d3 and its eldritch energys... But since we just use buckets if d6's instead if other kinds if dice it goes something like this: just roll a d6, 1 and 2 is a 1. 3 and 4 is a 2. 4 and 6 is a 3.
Tbh i find Revivify (the spell that replaced Fireball) a much more suitable spell thematically speaking. The idea of the Wildfire Druid is the idea of "For the new to grow, the old must be destroyed". While yes i get it, fireball is incredibly powerful, useful and just an overall good fire spell, and certainly fits the "burn the old" aspect quite well, i really like the concept of someone who can breath life into the desolace, or even tapping into those destructive flames to reignite someone's life much more compelling. But again, i can understand why people would be upset, cause fireball.
For context for the Wildfire Druid having plant growth always prepared, in places where wildfires occur naturally, aka not caused by humans, many plants will not release their seeds until after a fire, allowing their offspring a chance to grow with less competition and allowing the area to essentially renew itself. As the class description says, the class is about both destruction and renewal through destruction, so while having a spell druids can already learn always prepared isn't as exciting as getting an outside-of-class spell, it is at least thematically appropriate. Perhaps by a similar train of thought, fireball is a bit big and out of control a fire spell for a class that would be theoretically more about controlled burn. Considering that your Spirit simply drops to zero when Blazing Revival procs and it doesn't specifically mention it bursting into a massive blaze phoenix style, spreading fire everywhere, that's probably what they were going with. Also, I'm sure your pyromaniac jokes were just that, jokes, but I imagine that a Wildfire Druid would see a pyromaniac as an abomination and perhaps a perversion of their own belief of destruction for the sake of renewal into destruction for destruction's sake. I can genuinely imagine a party with an Evoker and a Wildfire Druid both serving as DPS blasters, but having a tumultuous interpersonal relationship due to differing ph
@@ataberkdedemen9802 Oh I know! I'm sayin that i think the reason wizards pulled out of the dragonlance deal for the novels was so that there wouldn't be any comparison or competition. Doesnt make a whole lot of sense but has anything wizards does make sense? :P
The reprinted subclasses (im not sure if all of them) have some slight changes to them so maybe at the end of the last video for tasha's you could quickly discuss the changes between them. The one I know off the top of my head is with Spores Druid in that it's Symbiotic Entity no longer does extra poison damage, but is instead necrotic damage.
so funny thing about the wildfire druid. if you look at the Tasha's additional druid spells you will notice that revivify is on it. now for whatever reason revivify is also one of the two spells wildfire druid gets from its circle spells. so either the book thinks your dm will be cool with you using a Tasha's subclass but not its base class pick-me-up features, or the authors didn't proof read some of the minor details when moving these subclasses over from ua? which funny enough the ua wildfire druid had fireball
The wildfire druid i can see as morally ambiguous and seen among other druids as something they see as necessary but at the same time something they don’t want in their forest. With that, there could be a lot of roleplay potential.
I understand your reasoning on the twilight domain but you didn't mention how stupid powerful the peace domain can get with guidance and its ability you can give a plus 2D4 to almost everything which I find absurd
The twilight cleric isn't even edgy though? The flavor for it talks about rest, serenity and providing sanctuary for those traveling in the dark, giving them comfort and seeing the dark as a friend. I see no edge here lol
I think the idea of the Wildfire Druid getting Plant Growth is a nod to slash-and-burn agriculture. I actually really like its inclusion flavor-wise, and I’m glad we didn’t just get another caster class who’ll carelessly spam Fireball (although I main Sorcerer so I am part of that problem....)
It's kinda funny having a Twilight Cleric with a Stars Druid, because one of them creates light and the other is a gamer who hisses when you open the curtains.
The thought of flavouring a circle of stars druid as a learned Astrologer gives me the option to play a non nature themed transforming character. And that's just fun
"No on should be able to out-darkness the drow". Agreed, hence why I usually grant them the heatvision they had in older editions so they can effectively have full darkvision instead of just the dim kind even surface elves have. Still can't see colour, but unhindered in conditions where most would be blind. Compensates for sunlight sensitivity. Fun fact: Drow sunlight sensitivity isn't tied to their eyes alone, it's their whole body, (sunburns, lethargy, and more) and apparently was described by Crawford as carrying over into druid wildshape! Rip drow hoping to escape the curse by becoming furries.
It specifically says that your Wildfire spirit can look how you want it to, so you Theoretically could make it look like a Desert Cat or a Lynx. WHich provides no light. Basically they didn't make it Mechanically provide light because that would limit what it could be More than just saying it exists and it has fire powers when it wants it.
Fun fact with collage of creation wording, it never says you can't animate an equipped item so feel free to (for example) animate the weapon the assassin hunting you is using.
Re: Circle of Stars I plan on playing mine as a githyanki space pirate, a ship's navigator. Because of course the navigator studies the stars. He's not a very druid-feeling druid, but he took a mercenary approach to his training - he's not a very devout druid.
College of creation can't really affect the economy since you can only create 1 object at all times - if a new one is created, the old one vanishes. Only at 14 you get the ability to have charisma mod number of created objects at once, so it's like artificer infusions, sell one, the object vanishes, the previous owner gets really mad and send bounty hunters after you for being a scammer.
The flight is proficiency times minutes per long rest bro, and Idk how you design your dungeons that they have unbriken lines of sight for 300ft - get some walls :p (the dv is nice, if you can get a longbow and sharpshooter on someone)
I honestly hadn't really thought about whether the Twilight domain was overpowered, I just love it thematically. I built a Swarmkeeper/Twilight debuff mothmage/archer Firbolg who isn't at all minmaxed, but is just a fun character. davvy pls don't smite me
Circle of Wildfire Druid. Pick up Call Lightning, Wall of Thorns, make sure you find a Red Shadow Dragon so you can Shapechange into it. Have your Fire Spirit be a Raven made out of smoke and embers (thus explaining its inability to illuminate) and call it "Diablo." Save for the fact that you won't be able to weave curses, you're practically Maleficent now.
Nice vid! The puppies on the barbarian section make me giggle. Keep in mind that some of the reprinted subclasses got changes! The Bladesigner got a huge buff. Instead of extra attack at level 6 like in the scag, they got extra attack AND the ability to replace one of those attacks with a cantrip. Use one of the two Super Smack Blade spells, and that is some catastrophic damage every turn
I'm legitimately so excited to pair Peace Cleric with a Bard. I usually play either some kind of support or control so this is going to get pretty nuts.
Can't wait for you to get to the ranger, Davvy. :) I find the Fey Wanderer Ranger to be... interesting... to say the least. At least some of the features of the Rangers got a better alternative (looking at you nature's veil).
College of Creation being a good choice for necromancer bards is brilliant! I'm playing a College of Lore bard who, via Additional Magical Secrets (level 6), Magical Secrets (starting at level 10) and Magic Initiate: Warlock (level 8 Feat choice) has been picking up *loads* of necrotic spells normally not available to bards. So I feel like Lore & Creation give you two solid options to make a necromancer bard! I also played the Circle of the Stars UA as a protector aasimar, and woo boy, that combo of subclass + race is aesthetic af. I actually *really* loved playing that class and will definitely be returning to it. Any druid circle that gives an alternative option for wildshape is a plus in my book; both Spores and Stars have been great to play.
Yeah not gonna lie, I was super excited to see the Twlight Domain go into Tasha's. I loved the aesthetic and it fit really nicely into the Icewind Dale campaign I was about to join with me being a guide for travelers. But uh...wow I was not expecting it to be as it is. I started playing it in UA thinking "Yeah, it'll probably be nerfed, but it'll still be fun!"...and then it wasn't past the Darkvision going to 300ft instead of being infinite. Will not lie- very powerful, very fun, but I am sorry to any and all DMs in advance
Wild Magic Sorc: "I can accidentally fireball my own face, how about you barbarian?"
Wild Soul Barbarian: "All rolls are good rolls"
Wild Magic Sorcerer’s getting mad at the Barbarian’s Wild soul for not being able to accidentally nuke the party at level 1
@@laurenbastin8849 with the UA version of Wild Soul i nuked my party. Did 1d10 necrotic damage to everyone around me, nearly killed the rogue, put down the paladin, and killed most of the spider around me, got a shit ton of HP from that as well
Edit: corrected the numbers.. And as a extra: My DM let my character lvl up a few times after a tavern fight, so i was lvl 3 and everyone else was around lvl 1-2 and a few rounds in the fight (my character was a barbarian nobleman and didn't like raging that much)
Swarm keeper; "What's this , a peaceful family gathering woefully underpopulated with *bëëš?* A large influx of *bëëš* should put a stop this!"
What is this? A group of kobolds unblessed by the miracle of Bees?!
My suitcase full of Bees should handle this!
Dr. Bees is my new character now. Thank you. I gad forgotten Harry Partridge existed
@@marc0s158 who’s Harry Partridge?
@@empoleonmaster6709 ruclips.net/video/PYtXuBN1Hvc/видео.html
I'm very upset with Wizards because I wanted to play a Druid that could control bugs and I made one like a month or two before they made it a Ranger subclass. YOU HAVE MADE A FOOL OF ME FOR THE LAST TIME, WIZARDS!
I would have it work like the insect swarm plasmid from bioshock. Basically turn my character into a living wasps nest.
Peace cleric; possibly the most powerful subclass in the game that gives the entire party bear totem barbarian level of defensive capabilities.:
Davvy: *doesn’t freak out*
Twilight cleric: has good peepers:
Davvy: “get this unholy abomination out of my games”
The resistence comes into play at 17th level.
Comparing that to other 17th level stuff, we have life domain's "max heal", arcana domain gets 4 6th-9th spell from wizard list, war domain gets damage resistence against weapons, forge gets resistence against weapons and *immunity* to fire and grave gets to heal from dying people.
And also the ability of peacetriggers when you take damage for someone else and is only active while channel divinity is. This makes it a lot less powerful than bear totems ability, as you cant really keep yourself safe, you need others to keep you safe, it also costs a reaction which is actually an important thing for frontlines as they want to get attacks if oppurtunity. It is definately strong but not broken for its level.
At 17th level I'd compare it with Rage Beyond Death of Zealot Barbarian, 14th level ability that puts Bear Totem to shame in terms of survivability.
Twilight domain on the other hand, at lvl2, gives 10 rounds of constant temp hp to everyone. Without any concentration required. This means, even if only 2 targets are being attacked, twilight domain is canceling out 2d6+4 damage per turn for 10 turns. At 17th level, it is blocking 2d6+34 damage. An adult red dragon(cr17) deals 56 damage per turn on average if all of its attacks hit. Which means you are reducing more damage than you would with resistence. In fact there is a chance you can nullify entire turns, because you also give half cover to everyone you want, which is a +2 to ac.
So, if the dragon targets the fighter with 20 ac, it has +14 to hit, meaning it hits 75% of the time. With +2 ac, thats 65%. So its damage output becomes 36.4. With the temp hp, it is reduced by 20.5. So, you reduce the damage to 16. Peace domain bond wouldnt work well with multiattack(unless you want wizard to teleport next to the dragon), and twilight's feature gets stronger if the dragon were to attack 2 targets, as 36/2=18 and the temp hp on each is 20.
Math checks out, even with infinite reactions, twilight outpaces peace. But if you combine them, you can force attack distribution which would let you exploit the temp hps further. Not doing the maths but you can probably reduce a tarrasque to 30 damage per turn with the right team
@@carpedm9846 alright. Twilight domains available channel divinity is busted. With the utility granted by flight and 300 ft of shareable dark vision twilight domain is really good. But let’s talk about emboldening bond. Note how the ability states that each creature can add the 1d4 per turn, not round. Additionally you can buff yourself. This results in an additional 2d4, to two creatures on every turn of combat. This is a weaker bless that can also effect ability checks, but This effect stacks with things like bless. Yes, they stack. This is larger bonus than advantage from dark vision. In fact this, on average, nearly doubles the expected roll outcome.
However the core feature scales off of PB, this is slow, where a dimmadome can turn a party of glass cannons into Thor Gjorbinson, the bond can only really effect front lines. But, with the bonus from emboldening bond, combat is still trivialized.
Now you kinda dissed protective bond with the teleportation at the cost of a reaction... the reaction is rather infrequently used, most classes and subclasses never even get to use a reaction in any way beyond a possible opportunity attack. You can be creative with this, and while flight is better than teleportation, the teleportation effects allies as well. Also enemies don’t have to trigger the teleport. This is like teleportation as a reaction cantrip.
Last but not least, you covered a lot with the peace domains capstone, but did you know you can also basically use this to spread an instance of damage across the entire party’s health pools. That’s better than half cover, In my opinion but to each their own.
I also like peace domains spells more, but that’s just... whatever
@@boyo5970 the fact that it costs reaction isnt bad just because it prveents AOO. Its a nerf as it prevents multiple uses of it.
Another glaring issue is, peace doesnt get heavy armor. You are not going to tank anything, so for damage sharing you need to have 2 frontliners. And then the ability can only be triggered twice, if the enemies change targets. And until 17th level its nothing more than "I get hit instead and take the full damage".
And as a cleric you want the damage to be in a single person, for healing purposes you never ever want multiple people at half hp. Its better to have 1 person at no hp because then you can upcast cure wounds and heal them up for 20+ hp.
The damage taking is very situational. Maybe if one of you have resistence to something it can come in handy, or maybe you are at low hp but need to stayalice a bit more to cast healing. Maybe you bond he wizard and fighter so you can get some emergency repositioning.
But its just that. Emergency repositioning. Wizard will never take the hit for fighter. You will rarely ever consider teleporting yourself.
The d4 is good. It is the strongest feature of this subclass. It recharges on a long rest so you wont have this on every battle unlike a channel divinity. Stacking it with bless is good, and actually gives you incentive to bond yourself so maybe you can avoid a concentration roll. But at that point you are using 2 limited resources to get an effect. A powerful effect, yes, but its not as powerful as casting fly on the barbarian and dropping the BBEG for 20d6 damage. Its lvl6 afterall its the power bump of the cleric and after that you stagnate for a long time. Thats one of the elements of the cleric, you get occasional power bumps and then you stagnate for a while. The only issue i can see is someone using peace domain as a 1 lvl dip as the ability scales on PB.
The bond can be compared with grave domain I believe. Grave domain allows for double damage, without calling it a crit, meaning it combos well with hold person letting the rogue hit for 4 times his sneak attack bonus and can do this on a short rest. It is a good channel divinity and gives around +5 if you can keep up bless. But bless is concentration(you cant tank anything), and thats also to blame on bless.
Other features of peace domain is lacking. As I said, teleport is extremely situational, the resistence comes too late to take advantage of in any meaningful way. So the class's main selling point if that essentially free d4 to a lot of creatures. A decent power but most players see it as "aha my players are doing amazing" when they get blessed, while temp hp is more "well here goes mr cant damage us".
Overall abilities that let you DO stuff is recieved better than abilities that dont let you do stuff. Afterall a player can roll high. Rolling 10+7 is not different than 15+2. And sometimes a player can consistently roll high. But that isnt really game altering compared to "you cant hurt me." Though Im on the camp of "barbarian+twilight+peace is the strongest party"
@@carpedm9846 can’t argue with that. Especially that last statement
"I'm not talking about the Artificer in these videos." Aww... "It's getting it's own redux video with the new subclass and features." *Happy gasp!*
Quick guide on d3:
1: buy toblerone
2: draw numbers on the sides
3: try to resist eating the toblerone
4: eat it and buy more
Step 5: repeat steps 1 through 4
I thought it said buy a trombone and I was very confused😂
I understand this is a joke, but if someone actually needs a d3 just use a d6 and 1&2=1 3&4=2 and 5&6=3
@@AlexisVolk97 or do what every good DM with learning incapable players (aka every DM) does and buy some blank D6 and mark it apropriatly (aka 2x1, 2x2 and 2x3 dots)
@@drizzt7dourden7 I'm sorry but who brought up learning incapability? Just trying to be helpful as this is less self evident than it seems.
You mentioned that you weren't sure why druids don't get Plant Growth. They do, it's just that the Wildfire Druid has it prepared always.
I was just about to say this lol
Circle of land would like to speak with you
@@JoeyTee420 I'm not sure what you mean, Circle of Land ALSO gets it auto-prepared, as long as you chose Forest as your terrain.
That is a super weird way to use that mechanic, but thanks for the clarification!
@@DavvyChappy it’s actually pretty common for druid always-prepared spells to overlap with spells already on their list. Same with clerics.
Haven’t been this early since Davvy was single.
He's taken?! 😭💖
I’m pretty sure Davvy’s only true love is DnD
@@crsmith6226 I find it plausible. My guess is that the partner shares the same interests.
V here for wholesome update
Man I was hoping to do the romance Davvy option this playthrough.
There is STILL no storm or natural disaster Druid. I’m disappointed
Good point actually
Or an actual plant magic druid that is not full of dead shrooms
Crying shame
Wildfire is a form of that, but it doesn’t fully cover it
I'm still hoping for a more martial druid ...so maybe combine the two?
Calls Twilight Cleric OP but doesn't realize how busted Peace Cleric is
Classic Davvy
Yuuuup. And people still call Clerics simple healbots.
Yeah with aura of life it seems quite insane. The cleric can have their team tank for them while they maintain concentration, and if any character is about to get killed while being downed someone else can take their place.
Has a Channel Divinity that is Bless-Lite, which can stack with regular Bless, so you can make all your friends #blessed
@@a.z.pantera5577 the baby bless isn't your channel divinity... it's tied to your prof bonus... so even more busted
@@laneiee3547 Oh yeah, I forgot that. Man, Peace Domain is easily my new favorite Cleric subclass
Circle of Wildfire druids be like:
I AM THE GOD OF HELLFIRE
AND I BRING YOU
FIRE
Fi`Ya
Just not fireballs.
bard of creation+necromancer flavor: SPOOKY SCARY SKELETONS
Necrodancer
Give the skeleton a trumpet and you can start a band
yes
Yes, but I miss the College of Spirits.
Necromancin’ Dancin’
Wildfire Druid: *About to die*
Their pet fire doggo: "You saved my life, now it's my turn to save yours!"
"Skeletons are objects and you can technically animate them..." Davvy you beautiful b*stard.
A really mean DM might say that actually bones are individual objects unless you have the thing articulated
@@aubreyackermann8432 that's even better. You animate a bunch of bones and have a walking blender of bones
1:15 "Spreading your virus around like an antimasker" God I love this quote, and I am glad to see that my favorite dnd youtubers are speaking out about this issue.
Everyone:
"Wow, I love those new Tasha's subclasses and features, so flavorful and useful."
Me, seeing the Poisoner feat:
"POISON'S BACK ON THE MENU BOYS"
I now have the perfect mental image of Davvy playing a wildfire druid and being that girl smiling at the burning house picture
Astral druid is based on concepts of druids worshipping the moon and stars like in world of warcraft. Druids there have an astral form too
“300ft darkvision op!!!” it’s no different from fighting in daylight. oh no! also Dungeons aren’t just singular super long hallways so it’s not like you’re seeing everything. i don’t see how that darkvision range is busted especially how 120ft darkvision is plenty for any dungeon.
But now outside you can be the best archer.
It's probably because if you're doing even a little realism then people being pelted with arrows by someone they literally have no hope of seeing gives them a massive disadvantage, even the drow would take about 3 turns before they would even be able to see you in that situation, which also means that you are essentially safe from harm in a lot of circumstances for a while since they can't even arm themselves with a bow and return fire at you and since they can't see you they also can't target you with a spell even if they had the range to do so normally.
@@Nyghtking Also they can share the darkvision with the other party members, like the archer, and the warlock with 300' range on Eldritch Blast.
We all know swarmkeeper is just DR BEES.
Swarm keeper; "What's this , a peaceful family gathering woefully underpopulated with *bëëš?* A large influx of *bëëš* should put a stop this!"
Swarmkeeper is clearly a Disney Princess if you chose Birds
Can I offer you a swarm of ducks in your trying time...
@@Gauldame brilliant
You can also have a Swarm of Velociraptor
I’m playing a twilight domain cleric. It honestly feels like a Paladin, but more healing oriented. I like it.
may i recommend multiclassing it with gloomstalker ranger...your dm will hate you
@@stugod5000 That multiclass has been coming up anywhere the twilight cleric is mentioned.
@@deathfury4039 cleric+ rangers, especially with the new Tasha options, work really well together and I guess the whole
"I am vengeance, I am the night" flavour that gloomstalker has works with the spooky flavour of the twilight cleric. especially for a i can snipe anywhere from the shadows
I'm playing one in Witchlight and it is pretty damn good.
Hmm.. 🤔 "Creation - Bard" = "Green Lantern - Bard" 😅
I'm thinking more like "fairy godmother/father". The light domain cleric is the green lantern
I find peace cleric more op because it's feature stacks with bless letting you and others get 2d4 on attacks giving between 10% and 40% hit chance
I keep seeing this misconception, but the math doesn't work out that way. A +1 =/= +5% hit chance. Otherwise a +20 would be +100% hit chance, and any creature with an AC above 20 proves that is not true.
Edit: Ignore this comment, I was wrong.
@@lucasbrant9856 well you could also see it as a reduction of RNG by 10-40% since it can add that much to chance to hit and that is what i feel makes it so strong paired with bless ( not to speak of the other features) because it reduces RNG in such a major way
@@lucasbrant9856
If I have a +10 to hit vs an AC of 30 then I can only hit on a nat 20: 1/20 Chance or 5%. If I add 2 to my to-hit roll now I can hit on a 18+: 3/20 chance or 15%.
With a d20 every increment of 1 = 5% increase in absolute terms. Since you have an X in 20 chance of success 20 in 20 is 100%, 1 in 20 is 5%
From a relative sense in my above example the +2 = 200% increase in relative chance to hit since it's now 3 times as likely to succeed.
@@castleskyle Yeah I was thinking in relative terms, but I see now that I'm mistaken.
0:05 the flash of Davvys face right before the screen switches is a damn jumpscare
Twilight cleric: The darkness is my friend and companion. Nothing can surprise me with my god-tier darkvision.
Gloomstalker in front of him with a knife: [smiles]
Seriously, the twilight cleric is the most situational cleric in the game.
Exactly! It has multiple abilities that are basically useless if there's a light source around or if enemies are invisible or under ground. Its still solid because you're still a cleric but this talk of being OP is utter nonsense
@@dren5810 the temp HP alone makes it op. Seriously, that ability is just a ‘win fight’ button.
@@helplessblobfish3935 I agree that it is strong yes but a "win fight button" sounds like hyperbole. It all depends on the table and how the DM crafts encounters. Barring tier 3 and 4 play (since most games don't make it that far) the most temp hp a party is going to get per round is like what? Maybe 16 temp hp at max if we are talking level 10. By this level creatures have multi attack, resistances, elemental damage on top of their base attacks, its also when we start seeing more spellcasters introduced. DMs have all the tools they need, one ability is not enough to trivialize that, surely not this one. While it is a nice shield you are providing for everyone its not actually healing your party and once again if the DM is smart they will make sure the encounter challenges pcs and their abilities.
I recently started playing as a Peace domain cleric.
It didn't take 10 minutes for me and my PC to be labled the shonen protagonist of our party.
10/10 would recommend
The Circle of Stars seems to be a great fit for Eberron with the Draconic Prophecy.
Bard of creation note. Animating things does not specify "not worn or carried." Animate their armor. IIRC, the animated objects have a fly speed.
Bard op
Imagine Iron Man with a lute. Or maybe Green Lantern.
@@gwest3644 You’re not thinking this stupidity through hard enough. You animate an enemy’s armor, have it fly them up to a stupidly dangerous height and then have it STOP flying and drop the enemy like a falling safe.
Also you can ride things that are one size bigger than you, and you can animate large objects. Thats plenty of non-concentration flight for a 6th level character.
Come to think of it, a lot of Tasha subclasses get to fly a bunch. Kinda strange.
@@2MeterLP I'm playing in a Calimshan game, time to get a flying carpet lol
@@empoleonmaster6709 I like the way you think! I actually know that Polymorph is one of the most underused spells for its true power: just polymorph your enemy into a bluebird, put them in a birdcage, and end the spell while they're in the cage.
As the resident Druid player i just thought id say that druids do, infact, have plant growth
"but if you don't want to play pokemon"
I have an excuse to have a charmander
by the Lorax I will have a charmander!
I can say that being a twilight cleric and that channel divinity is the only reason me and my party survived the death house in strahd 😅
channel divinity to give people magical dark vision combined with warlock devil sight and darkness is so overpowered but really dope
@@edarddragon they dont stack. Jeremy covered this I believe.
@@itzplant3196 they might not stack but you have magical darkvision give your party margical dark vision. cast dakrness on yourself , party has advantage monsters disadvantage. murder everything
@@edarddragon nowhere does it say you can see in magical darkness. The range of it is just waaaay more than normal.
@@edarddragon ...Magical Darkvision doesn't exist, or atleast not in D&D 5e. If your refering to abilities like the Shadows Sorcerer: You spend something for the *ability* to see through this darkness. Its not specifically a darkvision. The ability to do something like that was removed from this cleric. Nor, does the expanded or cleric spell list have acess to darkness.
WHY DO WILDFIRE DRUIDS NOT GET FIREBALL
While I will miss having Fireball on my Tiefling Druid's spell list, I'm actually happy with how the finalized Circle Spells turned out (especially with the additional two spells learned at 2nd level). FIreball was probably taken off the list for three reasons:
1) Enhanced Bond feature would add an extra 1d8 of fire damage to all targets hit by the fireball, essentially upcasting the spell for free.
2) Fireball is generally a more potent and efficient spell than Flame Strike, making Flame Strike a redundant spell that would see very little use.
3) To keep the Circle Spells balanced between fire spells and healing spells (the destructive and creative aspects of this subclass), Fireball was swapped out for Revivify (perhaps the most iconic healing spell in the game).
Personally, from what I've seen and read, my favorites out of Tasha's are Swarmkeeper Ranger and the Circle of Stars.
I love that with Swarmkeeper, they don't outright say insects, they say Tiny creature (That are actually fae but whatever). This means that flavoring this subclass is going to be super fun. I wanna do one where the swarm is just chickens like a bad case of attacking the Cuckoos in Zelda or like a desert Ranger who uses Scarabs... Ya know... Instead of the whole Bee thing which is boring. Otherwise, I'm a huge fan of cosmic themed class/ subclasses in games so I love the idea of the Circle of Stars. Not so much in the sense of being interested in aliens but rather the mystique of the stars or other such romantic nonsense.
Designer: Hey man I think the cleric is a bit strong you think we could tone back the buffs in the new subclasses a little bit?
WoC Senior Designer: *Snorts Cocaine* What if if had INFINITE DARKVISION!
how did that thing make it past unearthed arcana!!!
@@lasttarrasque6223 cause fanbase go brr
@@Rinings fair
@@lasttarrasque6223 To be blunt they seem to ignore the results of the UA polls, and just do shit.
Infinite darkvision is just not that strong people. Useful? Yes. Strong if your dm lets you sit back and snipe enemies in the dark? Sure. But OP? Hardly. How often do come across enemy's in the game that are in a position were you can just snipe them from a distance? Let alone in the dark. Nine times out of ten you more than likely rounded a corner, opened a door, or stumbled through some under brush and there they were. thirty to sixty feet away. Just as often they stumble on to you.
6:34 I will say, the Twilight Domain's flight ability can only be used a number of times equal to the Cleric's proficiency bonus, so it's not like they can fly from point A to point B, but it does make them very maneuverable on the battlefield
I think you were way to hard on the twilight domain. Flight only in dim light or darkness, someone cards light or daylight on you, boom fall damage. Dark vision just lets you see more, as long as the area is dim light or brighter, it won’t give you advantage on attacks or any tangible bonus in combat. The temporary hp is nice but it’s not game breaking.
If anything, the peace domain is broken. Stack bless with the d4 they grant and you and two allies have an average of +5 on every roll. Swap the barbarian and the casters every time they takes damage, essentially making your party unkillable.
Temp hp IS kinda broken.
Stacking with bless for 2d4 is nice but you are using up a spell slot and a CD.
Resistence only triggers when someone takes damage for you, and only after 17th level. So it will come up very rarely, as you dont want the wizard to teleport to the frontlines and the martials only have 1 reaction per turn, meaning multiattack will tear through that ability and multiattack is plenty at high levels.
Twilight temp hp however is not balanced at all. At 17th level it gives d6+17(average of 20.5) temp hp per turn per person and also +2 ac.
A cr17 adult red dragon deals on average 56 damage if all attacks hit. Lets say that there is only 1 fighter with 20ac, so all of the dragons attacks go for that guy. Dragon has +14, which means 75% chance to hit. +2 ac means 65% chance to hit. Reduces dragon's average damage output to 36.4, with the temp hp, the damage is reduced by 20.5, meaning fighter takes 16 damage.
If there was another fighter, he could only take 1 of the multiattack hits, and even if the dragon has 1 big attack that dealt 56, at 75% thats 42 damage divided by half thats 21 damage.
So even tilting the scales by ignoring multiattack(which would make it a lot worse for peace), Twilight domain reduces damage more. And this is only the case with 1 target. If there were 2 targets the damage would be 36/2=18, completely nullified by 20temp hp.
If you had infinite reactions to halve damage, with peace cleric you would be taking 10 damage(2 targets equally jumping in front of eachother), while twilight domain reduces that to 0 damage.
Math checks out, peace domain will be reducing the damage by 13(dragon's bite does 26. If bite misses or deals small damage, peace will reduce even less damage cause thats how halving works) while twilight does more.
Twilight’s flight is actually stronger. You gain flight in dim light, but once your flying, it doesn’t matter the light level
That 300 foot darkvision can be countered indoors by having twisty, turny passages that don't have any lines of sight nearly that long. But outdoors, or when sniping at range, it's massive. A lot of encounters have turned into "snipe at 300 feet with Eldritch Blast, an archer with Sharpshooter, and the Twilight cleric's crossbow until the enemies have to come after the party or be shredded".
With the new Druid subclass now you can recreate Stardust Crusaders:
-Jotaro: Acient guardian.
-Polnareff: echo Knight
-Joseph: astral monk.
-Avdol: new Druid.
-Kakyoin: Wizard???
Maybe warlock with eb becoming the emerald splash
@@leocarrascomoreschi6147 puede ser, no es malo.
Veo al esmerald Splash como proyectil mágico.
What about Iggy!?
Kakyoin is Warlock. Emerald Splash is reflavored Eldritch Blast. He took Eldritch Spear and Spell Sniper to cast it at a range of 300ft (about 100 meters).
@@sagecolvard9644 i like it too.
I mean to be fair, if any class was going to out-darkness the drow, the Twilight Domain cleric seems like the one to do it
(Also, you could take this as a chance to give your slightly higher level bad guys that gloomstalker ranger feature that makes them invisible to dark-vision)
I mean even shadow sorcerer only gets 120ft of darkvision, I don’t understand why the cleric gets 300ft, it doesn’t really seem broken to me because there is honestly gonna be maybe one encounter where it’s relevant but it just doesn’t make sense
Or you could just cast magical darkness, I really don’t see why people think this ability is busted. It’s not like PCs automatically see everything in that 300ft
also the spores druid now deals necrotic damage, which is an important buff and makes me less worried about immunities and such
Davvy: Twilight Domain is OP
People like me: *TIME TO MIN MAX!*
If you're min maxing a Cleric you're playing Peace. It so much better than every domain it isn't even close. The video doesn't mention it, but that "guidance" ability he mentioned is also bless. And Stacks with Bless. Rolling 2d4 on all saving throws and most attacks just breaks the scaling of the game.
Meanwhile people are still crapping their pants in fear over the power of dark vision. For... reasons?
@@Nevergunnapaost DMs angey they cant flex on their PCs for not playing elves bc the setting is mostly human and we were told that humans are racist toward every other race all the time and we want to be able to enter a shop
Im currently playing a winged teifling (from the scag) circle of stars Druid twilight cleric mix and its so fun :))
I'm surprised you mentioned the insane darkvision of the twilight domain but not the combat trivializingly broken nature of Peace domain
I’m really excited about Tasha’s Cauldron, since I’ve been waiting for a long time for a new setting-neutral source book with some sexy new features, spells, and subclasses, and this sounds like it’s exactly that.
I homebrew the bardic inspiration buff as just being for valor bards. It fits into the deal they have, makes valor feel closer to a distinct subclass and not just "worse blades", and the regular bardic inspiration doesn't feel like it needs a universal buff. That's what subclasses are for.
I just realized that they removed Fireball from the Wildfire Druid spell list.
Replaced it with Revivify.
Which became a Druid spell in Tasha's...
*flips tables*
I'll point that out and put it back honestly
I feel like I'm the only person that likes that druids don't get fireball, to me the spell just feels like destruction for destructions sake and not a controlled burn like how the Wildfire Druid is portrayed.
I don't think wildfire is supposed to be a controlled burn style. Even the name seems to go against that idea. There's nothing controlled about a wildfire
It's honestly stupid that Stars druid didn't make it into Theros. It's painfully obvious that it was intended specifically for it (I'd argue even more so than the two we did get), and even though Ravnica also only got two subclasses, Eberron got an entire class!
The new book came out just in time cause I just started a Theros campaign and one of my players is using the new star druid. The other two were completely ignored, and my players love 300.
considering the nature of theros you could spin it as cleric of any green and/or blue gods that are more connected to nyx or nature so I could see why they choose to omit it... or they just ran out of time.
Don't deny your players to be a cleric of twlight....... especially if they wanna play a Batman like cleric
Agreed. I don't believe in banning anything from my games. I just remind my players that the enemies can do it too.
like maybe it’s bc i’m not a huge dnd nerd but i really don’t see how these things would be problem.
endless nightvision: okay like they would still see them eventually
flight: oh no what if someone could idk shoot
temp hp: a cleric good at healing? scandal
@@doing_aok homestly your not wrong. The only bonkers ability is the darkvision. Artificers do the channel divinity better on almost all fronts, flight at level 6? Genei warlock gets the same thing. Its cool sure, but super darkvision is not super op, and the other abilities are simply done better by the artellerist artificer.
@@doing_aok The reason some of this would be potentially broken.
People forget that 2-3 of these abilities require darkness.
The Night vision: This is the one that most people probably think is crazy. You basically out vision all opponents in darkness.
Flight: As he said not that big a deal but it still pretty crazy.
Temp HP:It affects the party also and it refreshes every turn. Also doesn't require concentration.
@@barcster2003 I agree people get kinda pissy when there's darkness YES Cleric can just throw all they "sunlike" powers around that give light and all that. Yet if they're upset they cannot set a BS ambush with creatures and or enemies that CAN see in the dark yet you cannot that's BS and I would call them out on it.
Personally I found Peace to bit a bit more "busted" because with that "peacewalk" you can do you DON'T have to heal anything you can just move which means you cannot really get pined down. You CAN teleport allies to you by hurting yourself which can pull them out of hazard. Then the aura is so good you can honestly buff the team so well you can honestly play very offensively. With how I wanted to build Peace I wanted to make them a Lizardfolk so I can be beefy with all the con and have a wis bonus. Then the bite once per day is a bonus.
Yeah Twilight on the surface is "broken" yet anything can be if you tried which means if they DM cannot keep up with the players it ain't the players fault for knowing what they can do. If the players know their class/subclass that's a good thing over the constant fumbling around
I really like the wild magic path for the barbarian. It looks like a ton of fun!
My personal favourite from this book is the order of scribes for wizards. Apart from the fact that it removes one of the most potentially annoying thing about playing a wizard leaving you free to go for a swim without 3 custom made cases for your book layered on top of eachother to protect your bubble wrap covered book, it also lets you shift the damage types of your spells as many times as you want. Besides just ignoring resistance and exploiting vulnerability this allows you some stupidly cool spell flavouring - fireball? Make it a purple cloud that deals necrotic damage and have it just dehydrates people. Delayed blast fireball? If your DM is nice, you might be able to shift it to prismatic spray's damage formula so everyone in the area gets hit with a random damage type, turning it into a wild whirlpool of colour. Psychic scream? Make it deal equal parts fire and bludgeoning like meteor swarm and describe it like 10 flaming coconuts flying towards your enemies' heads and exploding.
There's Just so much potential for stupidity.
Oh I love this cannot wait for part 2 :)
Druids: *Can now be anime popstar divas*
Magical Girl Warlocks: "Finally, a worthy opponent! Our battle will be legendary!"
Isn't peace domain super broken too?
The bonus from the bond, as long as you're within 30 feet of the cleric, once per turn you can add a d4 to your ability check, attack roll or saving throw.
I mean, can the bonus from the tether stack with blessing and guidance? And if you have a bard in your party can it stack with bardic inspiration as well?
Ok I love love the circle of stars Druid. Ily
I love Wild Magic Barb. I like how interesting and different it will make every encounter.
Druids already have plant growth, which is why getting it instead of fireball is so annoying
One thing I've started at my table is a 23-level cap. No single class can ever go over 20, your Proficiency bonus peaks at +6, you can't have more than 20 levels of spellcasting, you get your first class's Hit Die then your 19 best remaining ones, etc. (to not break any mechanics that expect a peak at 20) but you can go up to three levels deep in a "side hustle" and still hope to max out your main class. Now we've never taken a campaign that deep, but just knowing this option _exists_ makes for some more powerful builds in the midgame, where characters would know they're not forsaking their capstone features -- just delaying them.
The mechanical effect is actually _zero_ on players because there is exactly one 20th level NPC (Wiz 17/Rogue 3) and no PCs above 14 at present. It just induces a mental shift that multiclassing is not only OK, but something _everyone_ will do eventually, so players are encouraged to optimize for the midgame knowing they're not throwing away their endgame potential. This means a whole lot of options open up that are as good as or better than all but the most OP subclasses. I've ruled that Pact Magic slots cannot be used for Sorcery Points or Divine Smites -- only to cast spells or do other Pact Magic things (so something like Searing Smite can still be cast with Pact Magic slots). This seriously cuts down on the exploit potential of hexadins because they can no longer wait for a crit before deciding to smite, but sorlocks can still figure out ways to use their warlock slots every fight and be great. A Divine Soul sorlock can almost always cast useful Cure Wounds with the Pact Magic slots if they didn't get burned in battle, and convert their 1st level sorcerer slots to sorcery points.
Here's the exact language I've used:
What does it mean to "raise the level cap"?
You probably won't get into this range, but add it to the things a character might take into consideration while making decisions on whether to multiclass, how deep, when, etc. since they know they can go three levels deep in a side hustle and still max out their main gig.
• No class can exceed level 20, simply because there are no definitions beyond that point. This house rule will require multiclassing to be useful.
• Your equivalent spellcaster level cannot exceed 20.
• Similarly, your Proficiency bonus is capped at +6.
• Your first class hit die never changes. After that, you only count your up-to-19 best Hit Dice. This applies both for calculating your maximum HP, and for how many (and what type) Hit Dice you get for healing.
• All other mechanics that were not prepared with this higher level cap in mind will likewise be limited to 20 levels. If someone scans you for information and chooses to know your total level, they will see 20.
• The leveling chart is extended as follows:
° Level 20 355,000 XP (the rule hasn't changed, but it was wrong in the last version of the calculator)
° Level 21 410,000 XP
° Level 22 470,000 XP
° Level 23 535,000 XP
• The intent is to allow you to have your multiclassing cake (greater effectiveness in the early and mid-game) and eat it too (still get the cornerstone abilities of your class), up to a 3-level dip which is enough to get a sub-class no matter what second class is chosen. The hard choice of when to multiclass still remains, or whether to forego your capstone and take another ASI/Feat from Level 4 of the side hustle.
Fire Druids not getting Fireball is as ridiculous as if Storm Sorcerers or Tempest Clerics couldn't have Lightning Bolt.
The cleric can not get it. They get call lightning which is complete bs
Balanced bs since they can maximize it's damage but bs nonetheless
Chappy -
Peace Cleric: I sleep.
Twilight Cleric: RAGE.
I just started playing a Twilight Cleric of Ellistraee in a campaign and the DM nerfed it a bit, for good reason, reducing the Darkvision range to 120 feet, taking away Heavy Armor, and reducing the Temporary HP to 1d6 + Wisdom Modifier. We've only played one session so far, but I feel like this is a workable compromise.
Honestly the peace Domain is even more broken than the Twilight domain since you can stack the bond from peace as well as bless along with many other game breaking things.
Idk why, but I love: *Get Mad, Seek Violence*
As a warhammer player. I am very familiar with the d3 and its eldritch energys... But since we just use buckets if d6's instead if other kinds if dice it goes something like this: just roll a d6, 1 and 2 is a 1. 3 and 4 is a 2. 4 and 6 is a 3.
Tbh i find Revivify (the spell that replaced Fireball) a much more suitable spell thematically speaking. The idea of the Wildfire Druid is the idea of "For the new to grow, the old must be destroyed". While yes i get it, fireball is incredibly powerful, useful and just an overall good fire spell, and certainly fits the "burn the old" aspect quite well, i really like the concept of someone who can breath life into the desolace, or even tapping into those destructive flames to reignite someone's life much more compelling.
But again, i can understand why people would be upset, cause fireball.
For context for the Wildfire Druid having plant growth always prepared, in places where wildfires occur naturally, aka not caused by humans, many plants will not release their seeds until after a fire, allowing their offspring a chance to grow with less competition and allowing the area to essentially renew itself. As the class description says, the class is about both destruction and renewal through destruction, so while having a spell druids can already learn always prepared isn't as exciting as getting an outside-of-class spell, it is at least thematically appropriate. Perhaps by a similar train of thought, fireball is a bit big and out of control a fire spell for a class that would be theoretically more about controlled burn. Considering that your Spirit simply drops to zero when Blazing Revival procs and it doesn't specifically mention it bursting into a massive blaze phoenix style, spreading fire everywhere, that's probably what they were going with. Also, I'm sure your pyromaniac jokes were just that, jokes, but I imagine that a Wildfire Druid would see a pyromaniac as an abomination and perhaps a perversion of their own belief of destruction for the sake of renewal into destruction for destruction's sake. I can genuinely imagine a party with an Evoker and a Wildfire Druid both serving as DPS blasters, but having a tumultuous interpersonal relationship due to differing ph
When the barbarian gets so pissed magic just refuses to work properly
Tasha's is genuinely my favorite supplement book so far. Expecting a dragonlance adventure next ngl. Would make total sense to me given wizards atm.
Dragonlance writers sued Wizards of the Coast. We may never get a Dragonlance book for 5e.
@@ataberkdedemen9802 Oh I know! I'm sayin that i think the reason wizards pulled out of the dragonlance deal for the novels was so that there wouldn't be any comparison or competition. Doesnt make a whole lot of sense but has anything wizards does make sense? :P
The reprinted subclasses (im not sure if all of them) have some slight changes to them so maybe at the end of the last video for tasha's you could quickly discuss the changes between them. The one I know off the top of my head is with Spores Druid in that it's Symbiotic Entity no longer does extra poison damage, but is instead necrotic damage.
so funny thing about the wildfire druid. if you look at the Tasha's additional druid spells you will notice that revivify is on it. now for whatever reason revivify is also one of the two spells wildfire druid gets from its circle spells. so either the book thinks your dm will be cool with you using a Tasha's subclass but not its base class pick-me-up features, or the authors didn't proof read some of the minor details when moving these subclasses over from ua?
which funny enough the ua wildfire druid had fireball
I will play a peace cleric solely based on how good (hot) the art is for it
Thirst min-maxing
The wildfire druid i can see as morally ambiguous and seen among other druids as something they see as necessary but at the same time something they don’t want in their forest. With that, there could be a lot of roleplay potential.
I understand your reasoning on the twilight domain but you didn't mention how stupid powerful the peace domain can get with guidance and its ability you can give a plus 2D4 to almost everything which I find absurd
Edgy Chappy would love the Twilight Cleric
The twilight cleric isn't even edgy though? The flavor for it talks about rest, serenity and providing sanctuary for those traveling in the dark, giving them comfort and seeing the dark as a friend. I see no edge here lol
I think the idea of the Wildfire Druid getting Plant Growth is a nod to slash-and-burn agriculture. I actually really like its inclusion flavor-wise, and I’m glad we didn’t just get another caster class who’ll carelessly spam Fireball (although I main Sorcerer so I am part of that problem....)
It's kinda funny having a Twilight Cleric with a Stars Druid, because one of them creates light and the other is a gamer who hisses when you open the curtains.
College of eloquence? They liked davvy so much they put him in the game!
The thought of flavouring a circle of stars druid as a learned Astrologer gives me the option to play a non nature themed transforming character. And that's just fun
"No on should be able to out-darkness the drow".
Agreed, hence why I usually grant them the heatvision they had in older editions so they can effectively have full darkvision instead of just the dim kind even surface elves have. Still can't see colour, but unhindered in conditions where most would be blind. Compensates for sunlight sensitivity.
Fun fact: Drow sunlight sensitivity isn't tied to their eyes alone, it's their whole body, (sunburns, lethargy, and more) and apparently was described by Crawford as carrying over into druid wildshape! Rip drow hoping to escape the curse by becoming furries.
It specifically says that your Wildfire spirit can look how you want it to, so you Theoretically could make it look like a Desert Cat or a Lynx. WHich provides no light. Basically they didn't make it Mechanically provide light because that would limit what it could be More than just saying it exists and it has fire powers when it wants it.
Fun fact with collage of creation wording, it never says you can't animate an equipped item so feel free to (for example) animate the weapon the assassin hunting you is using.
7:59 oh hey, AKB0048. that's one I haven't seen in a loooooong time.
seems to me like star druid would be an amazing npc to encounter on some mountain trail or wilderness
If I’m not mistaken A Drow twilight domain cleric would get 420 feet of dark vision
That is some high dark vision.
It doesnt stack. It *sets* your range as 300ft. Jeremy Crawford covered this I believe.
@@itzplant3196 This is a travesty
@@uhhok8296 How so?
Circle of stars Druids are gonna be like “nope, he’s an Aries. Can’t trust him”
Re: Circle of Stars
I plan on playing mine as a githyanki space pirate, a ship's navigator. Because of course the navigator studies the stars. He's not a very druid-feeling druid, but he took a mercenary approach to his training - he's not a very devout druid.
College of creation can't really affect the economy since you can only create 1 object at all times - if a new one is created, the old one vanishes. Only at 14 you get the ability to have charisma mod number of created objects at once, so it's like artificer infusions, sell one, the object vanishes, the previous owner gets really mad and send bounty hunters after you for being a scammer.
The flight is proficiency times minutes per long rest bro, and Idk how you design your dungeons that they have unbriken lines of sight for 300ft - get some walls :p (the dv is nice, if you can get a longbow and sharpshooter on someone)
I honestly hadn't really thought about whether the Twilight domain was overpowered, I just love it thematically. I built a Swarmkeeper/Twilight debuff mothmage/archer Firbolg who isn't at all minmaxed, but is just a fun character. davvy pls don't smite me
Circle of Wildfire Druid. Pick up Call Lightning, Wall of Thorns, make sure you find a Red Shadow Dragon so you can Shapechange into it. Have your Fire Spirit be a Raven made out of smoke and embers (thus explaining its inability to illuminate) and call it "Diablo." Save for the fact that you won't be able to weave curses, you're practically Maleficent now.
"Closest thing to casting a barbarian will ever see"
Path of the totem warrior: am i a joke to you?
You def deserve the sub my guy 👍
What's 8:00 a screenshot from? asking without shame because it looks like it could be really cool
I cant wait to be a wild magic barb sorcerer multiclass
6:08 Jokes on you my twilight cleric *IS* a drow
Nice vid! The puppies on the barbarian section make me giggle.
Keep in mind that some of the reprinted subclasses got changes! The Bladesigner got a huge buff. Instead of extra attack at level 6 like in the scag, they got extra attack AND the ability to replace one of those attacks with a cantrip. Use one of the two Super Smack Blade spells, and that is some catastrophic damage every turn
I'm legitimately so excited to pair Peace Cleric with a Bard. I usually play either some kind of support or control so this is going to get pretty nuts.
Can't wait for you to get to the ranger, Davvy. :) I find the Fey Wanderer Ranger to be... interesting... to say the least. At least some of the features of the Rangers got a better alternative (looking at you nature's veil).
College of Creation being a good choice for necromancer bards is brilliant! I'm playing a College of Lore bard who, via Additional Magical Secrets (level 6), Magical Secrets (starting at level 10) and Magic Initiate: Warlock (level 8 Feat choice) has been picking up *loads* of necrotic spells normally not available to bards. So I feel like Lore & Creation give you two solid options to make a necromancer bard!
I also played the Circle of the Stars UA as a protector aasimar, and woo boy, that combo of subclass + race is aesthetic af. I actually *really* loved playing that class and will definitely be returning to it. Any druid circle that gives an alternative option for wildshape is a plus in my book; both Spores and Stars have been great to play.
Yeah not gonna lie, I was super excited to see the Twlight Domain go into Tasha's. I loved the aesthetic and it fit really nicely into the Icewind Dale campaign I was about to join with me being a guide for travelers. But uh...wow I was not expecting it to be as it is. I started playing it in UA thinking "Yeah, it'll probably be nerfed, but it'll still be fun!"...and then it wasn't past the Darkvision going to 300ft instead of being infinite. Will not lie- very powerful, very fun, but I am sorry to any and all DMs in advance
Hey Davy, love you’re ‘propaganda’ as you put it. Ur my favorite RUclipsr that manages to put humor and actually useful information in one.
All other classes: Dont wanna talk about it, it's in another book.
Druid who's class has been in another book: So this boi
What do you mean? He didn't talk about the Druid subclass that was in another book.