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For real though. Aoe guaranteed damage is really nice in small parties. It makes numbers disadvantage more manageable. Ex: by lv 5 you get fireball, burning hands , flaming sphere, channel divinity for 2d10 + cleric level. All take at least half damage. Meaning goblins and other smaller creatures no longer out dps small parties.
I think you guys have fallen into the trap of judging everything by one concept you have. You seem to think that the cleric must be a melee frontliner who whacks things with a weapon. Light domain is not for that at all. As long as you have 14 dex and a shield your AC is as good as chain mail and a shield, and this will stay roughly the same as the game progresses. And since you’re using dex for AC this gives you stuff like better initiative and better ability to survive the too common dex saves, while safely dumping strength, which is useless unless you want beefy weapons and plate armor, both of which are unnecessary for this domain. Not having martial weapons doesn’t matter since you are smashing faces in with a mace, you are melting them with fire spells. There’s a reason you get “potent cantrip” and not “divine strike.” Finally, as other have already pointed out, the domain abilities are both limited and Tempest has one ability that’s better than the Light equivalent.
Heathen Pride good points. I think it’s fair to concede we were over critical on the combat side a bit. We all over/underestimate things from time to time (and even day to day opinions can vary) Thanks for watching :)
All very true. A lot of players seem to falsely think that medium armor = sucky armor class. With an (usually easily achievable) 14 DEX and a shield, that's just not true at all. You're only lagging 1 AC behind the heavy armor progression and don't need 15 STR to wear it without movement penalty.
I'm currently running a light cleric, and it's a blast! The often overlooked flaming sphere is why I went this route. My high AC, decent HP holy tank waded amongst a group of 10 goblins and decimated them. The paladin and the rogue kept missing, so my cleric kept slamming the sphere into goblins. Even on a failed save they often went down. And the overall "can't end your turn within 5' of the sphere" wreaked its own control havoc. I'll take a flaming sphere cast at level 3 over a fireball any day.
Flaming Sphere is decent, but rarely better than Spiritual Weapon (which requires no concentration and can be combined very well with Spirit Guardians for maximum damage).
I am currently a Light Cleric in my campaign and he is fun and really great support for my allies. I dont think you have ever played one for more than a oneshot and that's why you underrated him. That moment when an enemy outside of battle is about to attack your friends and you Flash bang him to miss and run away before things get worse. Or just save a friend from a crit because you gave the enemy disadvantage. But the fire adds so much flavor as you serve the light but cleanse the dark followers with the flames of your God. Mine has a hand print tattoo on his chest from branding himself to show devotion to his diety
I’m currently playing a wildfire druid/light cleric. It’s taking a bit to get my domain spells but it will be worth it to have fireball! Plus they fit so well thematically, my wildfire spirit is a gift from my deity
Mark Harland RP is more often about the player than the class/subclass! Good players can RP anything :) our ratings for RP are based on the added value from subclass abilities (we don’t factor in Spells because RPing spells is something that can be done regardless of subclass or spells known). Fireball is PRETTY great, but that’s wasn’t quite enough for us to rate it higher. Overal the abilities seem like they pale in comparison to some of the other subclasses, but again, good players can optimize and make anything work for their purposes! (And campaign setting can make a big difference too) check out some of my other responses to others as well for more (and check out some other subclass videos!) thanks for watching!
@@URGE I appreciate your response. I understand a bit more why you rated it the way you did. I think I was defensive of the subclass due to having spent a good bit of time forming my character, whom I am fond of. Probably colors my opinion a bit to think about it objectively!
I think Light Domain is amazing *if* your party does not have other casters. My party lacked both a spellcaster and a cleric, and I think Light Domain fills such a role perfectly. You get some of the great area nukey stuff that the spellcasters get, while retaining those things like guidance, bless, and so forth that your party members love, as well as some backup healing in a pinch.
Unfortunately absolutely underrated. The subclass is so versatile. Faerie Fire is a great additional buff spell, Wal of Fire to control the battlefield and Fireball next to the Spirit Guardians. Wow! And warding flare to keep up concentration (essential for the best cleric spells), from level 6 for other casters, too. Heavy armor with a dex of 14 isn't necessary (only 1 point difference) and a light cleric doesn't need martial weapons. :-)
Wow. Seriously no role playability? Aasimar cleric of light is just too spot on. Drow cleric of light for irony. Tiefling cleric following path of light but still struggling with infernal origin. Egyptian campaign, anybody heard of Ra? Greek/Roman campaign, anybody heard of Apollo/Helios? Sun Gods were some of the most highly regarded Gods in history! Don't forget the crazy hag from Game of Thrones. So much rp potential.
Leland Wilson when we give our scores, we are looking only at how the subclass adds to the base class features. We also already include lore/race/backstory role playing in addition to role playing spell use. The examples you gave are fantastic role play options, but in our scoring system we already assume you’ll be role playing your character lore. The abilities and features of the subclass in and of themselves are not very RP focused however. I hope that clears up how we score things. Thanks for watching!
Valid opinions. I respect that. I suppose it all boils down to how you wish to go about your cleric in the given campaign. If it's a one-shot game where you could roll a level 3-5 character, Life or Tempest would be best. Life is the cleric-iest cleric build you can get, while Tempest is fucking broken in terms of power, in my opinion. Personally, Light is great for roleplaying (Praise the fucking sun, heretics.). Fireballs may lose their sheen later in game (unless you get elemental adept), but until you get to that point, Frieza bombing your enemies after damning them to the afterlife is a lot of fun. Having the war caster feat makes things even better. Sacred flaming people who try to run away from your almost unstoppable spirit guardians is pretty damn sweet. Oh, and I almost forgot that you can heal yourself and others, too. Playing a lawful good, religious zealot kind of cleric in-game really synergizes well with the Light domain. Mechanically, it may not be as great as the others if we're gonna be nitpicky about it. But for anyone who goes on holy rampages the way I do, the Light domain offers the most fun you'll have.
THE ONLY LIMIT TO ROLE PLAYING IS YOU IMAGINATION! I think its completely pointless of you to rank RP at all. RP is not dictated by your class at all, only by HOW YOU want to role play your character, if you solely rely on wants in the class or book to get role play material then your doing it wrong. Role play is about giving you character flavor. I Role Played a crazy chaotic good light cleric that was obsessed with fire and burning things only thinking of the church as a means to an end, wanting to become a demigod made of pure fire! Role play is not should not restricted at all by the class nor should it be givin a score.
Hi :) We rate Role Playing based almost entirely on the abilities that the subclass adds to the base class. When we score, we are already assuming that the player will be doing standard RPing about lore, class fantasy, background, spell casting, personality etc. We are looking at how you may gain abilities that can give you more oomf to your RP through out of combat abilities. That is it. As you said, RP is up to the player. A great player with a low "RP" subclass will still have an amazing time roleplaying. We are trying to give our Opinion (and of course we sometimes over shoot or undershoot, but that is just our thoughts) on how we feel the noncombat (or combat avoidance for some people) could help boost RP POTENTIAL only. Thanks for watching, and I hope that clears up how we score and why.
Nathan Bouchard it is just an opinion after all and remember it’s on what the subclass adds to the base class, not necessarily how good it is overall compared to everything else :) thanks for watching!
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This class shines in a small party, where a cleric can do double duty and pass as a blaster class. (warlock or sorcerer)
Jubes ha it “shines” (light shining..ya ok you get it xD) Thanks for watching!
For real though. Aoe guaranteed damage is really nice in small parties. It makes numbers disadvantage more manageable.
Ex: by lv 5 you get fireball, burning hands , flaming sphere, channel divinity for 2d10 + cleric level. All take at least half damage. Meaning goblins and other smaller creatures no longer out dps small parties.
I think you guys have fallen into the trap of judging everything by one concept you have. You seem to think that the cleric must be a melee frontliner who whacks things with a weapon. Light domain is not for that at all.
As long as you have 14 dex and a shield your AC is as good as chain mail and a shield, and this will stay roughly the same as the game progresses. And since you’re using dex for AC this gives you stuff like better initiative and better ability to survive the too common dex saves, while safely dumping strength, which is useless unless you want beefy weapons and plate armor, both of which are unnecessary for this domain.
Not having martial weapons doesn’t matter since you are smashing faces in with a mace, you are melting them with fire spells. There’s a reason you get “potent cantrip” and not “divine strike.”
Finally, as other have already pointed out, the domain abilities are both limited and Tempest has one ability that’s better than the Light equivalent.
Heathen Pride good points. I think it’s fair to concede we were over critical on the combat side a bit. We all over/underestimate things from time to time (and even day to day opinions can vary) Thanks for watching :)
All very true. A lot of players seem to falsely think that medium armor = sucky armor class. With an (usually easily achievable) 14 DEX and a shield, that's just not true at all. You're only lagging 1 AC behind the heavy armor progression and don't need 15 STR to wear it without movement penalty.
@@Nr4747 , I agree. I am currently playing a light dom cleric. His AC w/o magic is 18 (14 dex, shield, med armor). He is very effective in combat.
I'm currently running a light cleric, and it's a blast! The often overlooked flaming sphere is why I went this route. My high AC, decent HP holy tank waded amongst a group of 10 goblins and decimated them. The paladin and the rogue kept missing, so my cleric kept slamming the sphere into goblins. Even on a failed save they often went down. And the overall "can't end your turn within 5' of the sphere" wreaked its own control havoc. I'll take a flaming sphere cast at level 3 over a fireball any day.
Flaming Sphere is decent, but rarely better than Spiritual Weapon (which requires no concentration and can be combined very well with Spirit Guardians for maximum damage).
This plus Horizon walker
Screams Green Lantern for me
I watched this while pooping, it was nice
CptSkoog Same
Yooo, 1 year later, and I'm doing the same :)
Humans: a species united by pooping
I am currently a Light Cleric in my campaign and he is fun and really great support for my allies. I dont think you have ever played one for more than a oneshot and that's why you underrated him. That moment when an enemy outside of battle is about to attack your friends and you Flash bang him to miss and run away before things get worse. Or just save a friend from a crit because you gave the enemy disadvantage. But the fire adds so much flavor as you serve the light but cleanse the dark followers with the flames of your God. Mine has a hand print tattoo on his chest from branding himself to show devotion to his diety
I’m currently playing a wildfire druid/light cleric. It’s taking a bit to get my domain spells but it will be worth it to have fireball! Plus they fit so well thematically, my wildfire spirit is a gift from my deity
Pretty sure you underrated the Light Domain. I get some really good rp out of mine, and I get to cast Fireball!
Mark Harland RP is more often about the player than the class/subclass! Good players can RP anything :) our ratings for RP are based on the added value from subclass abilities (we don’t factor in Spells because RPing spells is something that can be done regardless of subclass or spells known). Fireball is PRETTY great, but that’s wasn’t quite enough for us to rate it higher. Overal the abilities seem like they pale in comparison to some of the other subclasses, but again, good players can optimize and make anything work for their purposes! (And campaign setting can make a big difference too) check out some of my other responses to others as well for more (and check out some other subclass videos!) thanks for watching!
@@URGE I appreciate your response. I understand a bit more why you rated it the way you did. I think I was defensive of the subclass due to having spent a good bit of time forming my character, whom I am fond of. Probably colors my opinion a bit to think about it objectively!
I think Light Domain is amazing *if* your party does not have other casters. My party lacked both a spellcaster and a cleric, and I think Light Domain fills such a role perfectly. You get some of the great area nukey stuff that the spellcasters get, while retaining those things like guidance, bless, and so forth that your party members love, as well as some backup healing in a pinch.
I am a simple man. I see enemies, I use burning hands. Simple, done. However. I am level 2 right now, and in my first "campaign"
Light domain: 2/5 RP value
*religious chant stops*
silver flame cleric's turn around
:V
Does the Light cantrip count to number of cantrip known? or are they an addition to it?
Probably a bit late but it doesn't count towards the number known
Unfortunately absolutely underrated. The subclass is so versatile. Faerie Fire is a great additional buff spell, Wal of Fire to control the battlefield and Fireball next to the Spirit Guardians. Wow! And warding flare to keep up concentration (essential for the best cleric spells), from level 6 for other casters, too.
Heavy armor with a dex of 14 isn't necessary (only 1 point difference) and a light cleric doesn't need martial weapons. :-)
Awesome class early doors. Shame you guys seem so bored talking about it
RP value I have a light cleric human who is Egyptian in the service of RA :P
I would play one of these and model after Lady Melisandre from GOT
Scrying deserves a mention in role play.
Wow. Seriously no role playability? Aasimar cleric of light is just too spot on. Drow cleric of light for irony. Tiefling cleric following path of light but still struggling with infernal origin. Egyptian campaign, anybody heard of Ra? Greek/Roman campaign, anybody heard of Apollo/Helios? Sun Gods were some of the most highly regarded Gods in history! Don't forget the crazy hag from Game of Thrones. So much rp potential.
Leland Wilson when we give our scores, we are looking only at how the subclass adds to the base class features. We also already include lore/race/backstory role playing in addition to role playing spell use. The examples you gave are fantastic role play options, but in our scoring system we already assume you’ll be role playing your character lore. The abilities and features of the subclass in and of themselves are not very RP focused however. I hope that clears up how we score things. Thanks for watching!
you can use ur ideas to any domains... so +0 to everyone.
Valid opinions. I respect that.
I suppose it all boils down to how you wish to go about your cleric in the given campaign.
If it's a one-shot game where you could roll a level 3-5 character, Life or Tempest would be best. Life is the cleric-iest cleric build you can get, while Tempest is fucking broken in terms of power, in my opinion.
Personally, Light is great for roleplaying (Praise the fucking sun, heretics.). Fireballs may lose their sheen later in game (unless you get elemental adept), but until you get to that point, Frieza bombing your enemies after damning them to the afterlife is a lot of fun. Having the war caster feat makes things even better. Sacred flaming people who try to run away from your almost unstoppable spirit guardians is pretty damn sweet. Oh, and I almost forgot that you can heal yourself and others, too.
Playing a lawful good, religious zealot kind of cleric in-game really synergizes well with the Light domain. Mechanically, it may not be as great as the others if we're gonna be nitpicky about it. But for anyone who goes on holy rampages the way I do, the Light domain offers the most fun you'll have.
THE ONLY LIMIT TO ROLE PLAYING IS YOU IMAGINATION! I think its completely pointless of you to rank RP at all.
RP is not dictated by your class at all, only by HOW YOU want to role play your character, if you solely rely on wants in the class or book to get role play material then your doing it wrong.
Role play is about giving you character flavor. I Role Played a crazy chaotic good light cleric that was obsessed with fire and burning things only thinking of the church as a means to an end, wanting to become a demigod made of pure fire! Role play is not should not restricted at all by the class nor should it be givin a score.
Hi :) We rate Role Playing based almost entirely on the abilities that the subclass adds to the base class. When we score, we are already assuming that the player will be doing standard RPing about lore, class fantasy, background, spell casting, personality etc. We are looking at how you may gain abilities that can give you more oomf to your RP through out of combat abilities. That is it. As you said, RP is up to the player. A great player with a low "RP" subclass will still have an amazing time roleplaying. We are trying to give our Opinion (and of course we sometimes over shoot or undershoot, but that is just our thoughts) on how we feel the noncombat (or combat avoidance for some people) could help boost RP POTENTIAL only. Thanks for watching, and I hope that clears up how we score and why.
I can no longer accept your opinions after that
Nathan Bouchard it is just an opinion after all and remember it’s on what the subclass adds to the base class, not necessarily how good it is overall compared to everything else :) thanks for watching!