Cleric Domain/Path Feedback Thread

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Paint
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Re: Cleric Domain/Path Feedback Thread

Post by Paint » Fri Dec 30, 2022 5:59 pm

I can tell you that discussing seeker with the other builders, a lot of them agree that Seeker really makes a lot more sense when you pair it with Monk over its other synergies. You just get too much from Monk and not enough from Ranger. Rogue is in an interesting spot because it has some nice applications, and it can get you to a +5 weapon if you're using a +4 weapon that qualifies for the rogue bonus, though.

Overall, personally, I had a blast with it, but I found that building a Dex Seeker left me feeling very damage anemic. This is kind of a dex problem in general, but you really do feel it on Seeker. You have worse sneaks than a rogue -- for obvious reasons -- and you lose out entirely on the extra damage you'd get from Divine Favor, so in most matchups in PVP, you're going to feel a little miserable.

The high AC of the seeker/monk builds means that you can't really effectively increase that damage without having runaway seeker monks, though. Especially because having something with strong monk synergy that can cast WoF from a spellbook at least five times is horrifying.

I'm not sure if it'll help, but I actually did a bit of a write-up on Seeker/Ranger, its variants, how I'd build it in the future, and why I think people shouldn't play it as is if they're looking to end up with a character that gets a lot at the top end.

You can view that guide here.


I've played around with zen archer builds and seen a zen-archer seeker cleric work to great effect in PGCC, since even being forced to be at close range for sneaks makes sense when you're -just far- enough from your opponent to keep distance between yourself and them. Hypothetically, if you were dedicated, you could grab something like the Darkness and Illusion domains and beeline for ESF Illusion and have a zen-archer cleric with a Wis Mod of 15, and DC 42 level 9 illusion spells.

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Re: Cleric Domain/Path Feedback Thread

Post by Waldo52 » Fri Dec 30, 2022 11:48 pm

Seekers are in a tough spot, although I admire the effort. The concept of a divine or arcane sneak always interested me.

The rogue variant is extremely difficult to build. You're dealing with gimped APR, gimped damage and a complete lack of summons. As far as I can tell epic dodge isn't possible if you want a usable CL. You're all but locked out from rogue lifelines like crippling strike and grenades. The feat economy is dismal. The skill economy is dismal. Your spell DCs are probably gonna be lame without heavy investment which will detract from an already limited rogue toolbox.

The lack of skills was probably the most daunting problem for me. Clerics having so few ranks was just devastating when I PGCC'd it. Rangers /bards /rogues get a lot of ranks, which is a total non-negotiable for these sorts of characters. If you're playing a secret agent you need to be able to do secret agent things. This was the major dealbreaker for me.

The lack of synergy was also a big issue. Look at the spellsword as a good counterexample. It's got spells, it's got a sword. It can expend spells on its sword, making it way better at its job. The seeker gives up skills and martial abilities for casting abilities or vice versa, but the payoff is really marginal.

I think the concept is great, but we need some of the following:

-more skill ranks (probably the most important)
-expanded skill list
-faster sneak attack progression
-access to some rogue feats
-expanded magic/sneaking or magic/martial synergies
-better results from divine power

To be perfectly honest I think this concept warrants its own class. 9th level spellcasting and sneaking around may be an inherently difficult thing thing to balance. That said, as a cleric path it's definitely salvageable with some tweaks. I look forward to trying another magical dagger wielding paladin hunter.

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Re: Cleric Domain/Path Feedback Thread

Post by Hazard » Sat Dec 31, 2022 1:50 am

I am absolutely loving the undeath domain. I love that there is a cleric equivalent to being a necromancer, like the wizard specialist necro. Cleric necro fantasy has been a favourite of mine ever since I first played diablo 2.

My only issue is that I feel pretty limited in what choices I should make for my second domain. If I don't go with Epic Skill Focus: Transmutation and a domain like War, or Strength, then I feel like a crappier necromancer. I would really love to be able to branch out and pick something else, but AoV is a bit too good to pass up and very noticable when you don't have it vs someone who does, or can mass zoo.

I also feel like that deathless master touch feels more at home in the undeath domain than the death domain. But that's going off the assumption that death domain is staying away from raising/controling the undead, and more on harms and stuff, also not really complaining... Undeath is sweet, and I haven't played around with death enough to really say much about it. Just a thought I wanted to throw out.

The lack of mass haste is a huge imbalance between an arcane and a divine necromancer that I think needs addressing.
Maybe undeath domain epic mummy dust summons start hasted, but only from epic mummy dust? So that way it's a 1/day boon, and you don't benefit from it on the more spammable animation spells. What do you guys think? Too much?

BTW: I think the wiki says undeath clerics get ghouls, but you actually get mummies, and mummies make more sense, as mummies are only really created through divine powers, and are themselves former priests.

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Re: Cleric Domain/Path Feedback Thread

Post by Quidix » Sun Jan 22, 2023 9:33 am

Kenji wrote:
Fri Dec 30, 2022 5:34 am
I'm looking for feedback about the Seeker path, do share your thoughts and experience either in public or privately with me, thanks!
I like it a lot, but there are three things I'd raise:

(1) Monk dip feels a lot stronger than the other options (unarmed # attacks with sneak + AC) - would be nice to boost the non-monk options (eg ranger bonus to AC, swash elegant strike / dodge, some CL progression if not dipping monk)

(2) Levelling is very grim - putting the darkness spell as Divination or Illusion would make all the difference in PvE for landing sneak attacks (as it would allow many more uses of the spell)

(3) Very limited skillpoints when really wanting to pick up MS and Hide (and the essential skill dump comes late, which is once again crippling for levelling)

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Re: Cleric Domain/Path Feedback Thread

Post by Kalthariam » Sun Jan 22, 2023 2:33 pm

Since this is still the Cleric Domain feedback thread still.

Can the sun domain get it's more powerful Turning back against undead? As a level 30 Sun Cleric, it doesn't feel exactly very enjoyable to hit that turn undead button and like.. 1 thing walks away slowly and everything else is too strong to be turned.

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Re: Cleric Domain/Path Feedback Thread

Post by Helsing » Sun Jan 22, 2023 3:18 pm

Kalthariam wrote:
Sun Jan 22, 2023 2:33 pm
Since this is still the Cleric Domain feedback thread still.

Can the sun domain get it's more powerful Turning back against undead? As a level 30 Sun Cleric, it doesn't feel exactly very enjoyable to hit that turn undead button and like.. 1 thing walks away slowly and everything else is too strong to be turned.
Based on Wiki, Sun domain already gets extra turning bonus:
The total hit dice of all affected creatures is limited to 2d6 plus the turner's charisma modifier and level. This is increased by another d6 if the caster has the Sun Domain.
The issue is turn undead is overall very weak in Arelith due to monster's HP bloat.
Hazard wrote: Doing that on a non-mundane requires constant stops to rest, chugging alcohol whenever your spells start wearing off/get dispelled, and with casters, you're going to get through that dungeon once in the time a 25/5 can get through it 10+ times.

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Re: Cleric Domain/Path Feedback Thread

Post by Kalthariam » Sun Jan 22, 2023 5:40 pm

Are we sure this is still working? Because I don't feel like I turn anything half the time, and it's not listed on the domains listings. :(

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Re: Cleric Domain/Path Feedback Thread

Post by WanderingPoet » Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Cleric Domain/Path Feedback Thread

Post by Helsing » Mon Jan 23, 2023 6:59 am

WanderingPoet wrote:
Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

Does this mean a lvl 30 undead enemy will have a turning resistance of 30 plus extra SR based resistance? Do arelith creatures have other hidden bonus to turning resistance?

Hazard wrote: Doing that on a non-mundane requires constant stops to rest, chugging alcohol whenever your spells start wearing off/get dispelled, and with casters, you're going to get through that dungeon once in the time a 25/5 can get through it 10+ times.

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Re: Cleric Domain/Path Feedback Thread

Post by WanderingPoet » Mon Jan 23, 2023 7:30 am

Helsing wrote:
Mon Jan 23, 2023 6:59 am
WanderingPoet wrote:
Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

Does this mean a lvl 30 undead enemy will have a turning resistance of 30 plus extra SR based resistance? Do arelith creatures have other hidden bonus to turning resistance?

Not quite. SR doesn't (or at least shouldn't ) affect turn undead, with the exception of Outsiders. Though I've not tested it against an undead buffed with SR, so it's possible Outsiders are listed separated as they're the only ones with native SR.

https://nwn.fandom.com/wiki/Turn_resistance wrote:

Outsiders benefit from additional turn resistance derived from their spell resistance. If the turner has the planar turning feat, then half the outsider's spell resistance is added to its turn resistance; otherwise its full spell resistance is added.

Otherwise your turning is affected thusly:

https://wiki.nwnarelith.com/Turn_Undead wrote:

The total hit dice of all affected creatures is limited to 2d6 plus the turner's charisma modifier and level. This is increased by another d6 if the caster has the Sun Domain.

For the purpose of determining the highest level (hit dice) creature that can be turned, the turner's level is modified (from −4 to +4 or higher) by a turn check, and no creature with more hit dice than the modified level can be turned. The turn check is a die roll: d20 + charisma modifier.

Arelith Change: The modifier can go beyond +4 if the turner has sufficient charisma modifier and roll. For every 3 above 21 on turn check, the HD is added by 1.

What this means is that if you're a level 30 cleric with 8 charisma then you'll be able to turn up to 30-1+2d6 (average of 7); averaging to 36HD turned. Against high level content which is likely has an HD between 20-30, you're unlikely to turn more than one thing.

If you are a level 30 cleric with a +10 to charisma then you'll be able to turn 40+2d6 and averaging to 47 HD worth of turning, you're far more likely to push two away.

Additionally the max level of what you can turn is similarly affected. you roll a 1d20+Charisma modifier to determine the max level you can turn. If you had 8 charisma then you're rolling between 0 and 19, which means you're on average going to be rolling a 9 and only able to turn something of level 29.

If you have a charisma of 30 then you'll be able to turn 1d20+10, or an average of a +2, and you're likely to be able to push away things even higher level than you.


Now I don't think Sun Domain actually does this anymore, as that was moved to the Improved Turning feat. Sun domain does allow you to turn aberrations, but it doesn't say in that domain that it affects turning (and thus I think Turn Undead is just outdated on the wiki).

Improved Turning:

Extra Turning feat now renamed Improved Turning
Adds a 1d6 to turning rolls as well as 1d6 to maximum HD allowed to turn on top of 6 extra turns per rest.
Halves the Turn Undead replenishment cooldown

Not only does this give you 6 extra turns and half the cooldown allowing you to spam it much more frequently, it adds on the sun domain's old bonus of adding to your turning roll (allowing you to turn higher level enemies) and max HD (allowing you to turn more enemies).

If you really want to make a turner you need high charisma and improved turning. However, you'll need at least one of them if you want a hope of turning more than one high level enemy at a time.


Also for clarity, Turn Undead uses class level, not caster level. So if you're a 27 cleric with a dip into a caster level giving class, or have AD Abjuration, Warpriest bonus CL, or any other CL boosts - that doesn't help your turn undead at all. I think the only one that does is Harper Priest, which explicitly calls it out.

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Cleric Domain/Path Feedback Thread

Post by Helsing » Mon Jan 23, 2023 8:34 am

WanderingPoet wrote:
Mon Jan 23, 2023 7:30 am

Also for clarity, Turn Undead uses class level, not caster level. So if you're a 27 cleric with a dip into a caster level giving class, or have AD Abjuration, Warpriest bonus CL, or any other CL boosts - that doesn't help your turn undead at all. I think the only one that does is Harper Priest, which explicitly calls it out.

What if you are a 27 paladin/3 cleric, does the Turning CL of two classes added together.

Hazard wrote: Doing that on a non-mundane requires constant stops to rest, chugging alcohol whenever your spells start wearing off/get dispelled, and with casters, you're going to get through that dungeon once in the time a 25/5 can get through it 10+ times.

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Re: Cleric Domain/Path Feedback Thread

Post by WanderingPoet » Mon Jan 23, 2023 2:28 pm

Helsing wrote:
Mon Jan 23, 2023 8:34 am
WanderingPoet wrote:
Mon Jan 23, 2023 7:30 am

Also for clarity, Turn Undead uses class level, not caster level. So if you're a 27 cleric with a dip into a caster level giving class, or have AD Abjuration, Warpriest bonus CL, or any other CL boosts - that doesn't help your turn undead at all. I think the only one that does is Harper Priest, which explicitly calls it out.

What if you are a 27 paladin/3 cleric, does the Turning CL of two classes added together.

The "level" used by this feat for all purposes listed so far (total hit dice affected, destroying instead of turning, and duration) is the turner's Cleric level plus the higher of Paladin level−2 and Blackguard level−2) if either is positive.

So in this case, you'd have a turning level of 28 (27-2 for paladin + 3 for cleric).

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Cleric Domain/Path Feedback Thread

Post by Kalthariam » Mon Jan 23, 2023 7:21 pm

WanderingPoet wrote:
Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

My Sun Cleric is a level 30 Cleric with 22 Charisma.

I've had things on the eternal battlefield resist my turning when when I do a turning on a group, If I'm lucky I'll turn one thing, the rest I get a message being told "This is too powerful to turn."

I've had almost no success turning undead in the Manor of Mourn, everytime I cast the dang thing I just get spammed with the "This creature is too powerful to be turned." or whatever the feedback message is.

If there is a sun domain boost to turning, I do not feel it at all.

Another place I often attempt to use my Turn undead is the Spirits under the Crinti Ruins, the undead ghosts there sometimes can be effected, usually no more than 1 unit turned in a group per attempt.

Overall it feels lackluster to have the sun domain right now. I don't feel anymore powerful turning undead than anything else. Most of the AoE "Anti-undead" spells rarely work at all, most creatures have the saving throws to avoid the effects. The only benefit right now is just having a ton of undeath to death spells slotted and spamming them endlessly with the spell refund. Which is still subject to saving throws.

Last edited by Kalthariam on Mon Jan 23, 2023 7:27 pm, edited 1 time in total.

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Re: Cleric Domain/Path Feedback Thread

Post by Hazard » Mon Jan 23, 2023 7:23 pm

Kalthariam wrote:
Mon Jan 23, 2023 7:21 pm
WanderingPoet wrote:
Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

My Sun Cleric is a level 30 Cleric with 22 Charisma.

I've had things on the eternal battlefield resist my turning when when I do a turning on a group, If I'm lucky I'll turn one thing, the rest I get a message being told "This is too powerful to turn."

I've had almost no success turning undead in the Manor of Mourn, everytime I cast the dang thing I just get spammed with the "This creature is too powerful to be turned." or whatever the feedback message is.

If there is a sun domain boost to turning, I do not feel it at all.

Same experience I have on my not sun domain, 27 clvl cleric with 10 cha.


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Re: Cleric Domain/Path Feedback Thread

Post by WanderingPoet » Mon Jan 23, 2023 8:08 pm

Kalthariam wrote:
Mon Jan 23, 2023 7:21 pm
WanderingPoet wrote:
Mon Jan 23, 2023 5:12 am

Turn undead also relies on charisma and your cleric level. My cleric can usually turn 1-2 creatures of similar level, or 3-6 of a lower level. This is without sun domain, with a 26+ buffed charisma and 27 cleric levels.

You are a level 30 sun cleric, do you have really low charisma? It is strange that you have a very difference experience, as I find turning to be very powerful. Even in manor mourn I can turn 1-3 people per blast.

Keep in mind that Turning also can stun, not just fear - so often you'll see them not run away. HP Bloat doesn't matter, because it's based off hit dice, or level of the monster.

What are you actually fighting/struggling to turn?

My Sun Cleric is a level 30 Cleric with 22 Charisma.

I've had things on the eternal battlefield resist my turning when when I do a turning on a group, If I'm lucky I'll turn one thing, the rest I get a message being told "This is too powerful to turn."

I've had almost no success turning undead in the Manor of Mourn, everytime I cast the dang thing I just get spammed with the "This creature is too powerful to be turned." or whatever the feedback message is.

If there is a sun domain boost to turning, I do not feel it at all.

Another place I often attempt to use my Turn undead is the Spirits under the Crinti Ruins, the undead ghosts there sometimes can be effected, usually no more than 1 unit turned in a group per attempt.

Overall it feels lackluster to have the sun domain right now. I don't feel anymore powerful turning undead than anything else. Most of the AoE "Anti-undead" spells rarely work at all, most creatures have the saving throws to avoid the effects. The only benefit right now is just having a ton of undeath to death spells slotted and spamming them endlessly with the spell refund. Which is still subject to saving throws.

How very strange. When I would go to the battlefields with my 27 cleric/26 charisma cleric, I almost always turn 3-6 enemies at a time. The abominations usually eat an entire one themselves. It has made the battlefields entirely trivial for me.

I wonder if Sun Domain isn't somehow working in reverse? Honestly I'd report it as a bug if I was you. Unfortunately I don't have my cleric anymore to be able to test again, but I know that it's always been trivial due to turn undead.

Also - Halt Undead is a great spell, saveless hold for undead and only level 3.

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Cleric Domain/Path Feedback Thread

Post by Kalthariam » Tue Jan 24, 2023 2:07 am

The problem is I have no way to see if it's a bug or not, because I don't really get any feedback when I cast the spell!

All I get told is that the undead are too strong to be turned, I get no numbers no information to work with, I just have sometimes an undead gets turned, and more often than not, it's not touching the mobs.

I don't even know how I would properly test it to point if it's a bug or not. Due to the complete lack of feedback on the ability.

Also your right, halt undead is pretty good, usually make a wand of it for when I need it.


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Re: Cleric Domain/Path Feedback Thread

Post by WanderingPoet » Tue Jan 24, 2023 2:22 am

So feedback for Kenji - could we have numbers show up in the feedback on turn undead? The Turner Level, Total Turn HD?

Would make it easier to understand why we couldn't turn enemies.

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Cleric Domain/Path Feedback Thread

Post by Kenji » Thu Jan 26, 2023 6:24 am

hugolino wrote:
Fri Oct 07, 2022 2:31 am

Earlier in this thread and a few weeks ago on Discord, Kenji, you said you were open to cleric domain suggestions. I would like to make a second attempt at offering some.

Looking over the D&D v. 3.0 cleric domains, I see only three are missing: Chaos, Law, and Luck. Here are my proposed domain spells to fill this gap. I tried to focus on theme only, though I did review the D&D 3.0 domain spell lists for inspiration.

CHAOS DOMAIN
1 - Color Spray
2 - Cloud of Bewilderment
3 - Confusion
4 - Bigby’s Disrupting Hand
5 - Firebrand
6 - Crumble
7 - Prismatic Spray
8 - Tasha’s Hideous Laughter
9 - Tide of Battle

LAW DOMAIN
1 - Aid
2 - Clarity
3 - Knock
4 - Slow
5 - Bigby’s Interposing Hand
6 - Hold Monster
7 - Delayed Blast Fireball
8 - Dominate Person
9 - Power Word Kill

LUCK DOMAIN
1 - Remove Paralysis
2 - Remove Curse
3 - Keen Edge
4 - Spell Resistance
5 - Wounding Whispers
6 - Stone to Flesh
7 - Ethereal Visage
8 - Shadow Shield
9 - Protection from Spells

These are just suggestions that are themselves open to suggestions.

I may be implementing all of the 3 above domains Soon™ (spell list subject to changes and is not set in stone), does anyone have an opinion on this?


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Re: Cleric Domain/Path Feedback Thread

Post by Spriggan Bride » Fri Jan 27, 2023 5:18 am

I like the domains, I wonder about the spells though. They are all over the place when it comes to spell focuses (like, chaos has offensive spells from enchantment, evocation and illusion) which I find frustrating since it means you'll have cool domain spells you'll barely if ever use.

I realize you can't have everything and I also realize this is probably by design so I don't want to complain too much. But I can't help gravitate towards domains that are streamlined so one or two focuses will let you make the most of it.

Last edited by Spriggan Bride on Fri Jan 27, 2023 6:45 am, edited 1 time in total.

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Re: Cleric Domain/Path Feedback Thread

Post by ReverentBlade » Fri Jan 27, 2023 5:44 am

Spriggan Bride wrote:
Fri Jan 27, 2023 5:18 am

I like the domains, I wonder about the spells a little. They are all over the place when it comes to spell focuses though which I find frustrating (like, chaos has offensive spells from enchantment, evocation and illusion) which I find frustrating since it means you'll have cool domain spells you'll barely if ever use.

I realize you can't have everything and I also realize this is probably by design so I don't want to complain too much. But I can't help gravitate towards domains that are streamlined so one or two focuses will let you make the most of it.

I agree with this actually. When I pick domains I look for spell focus synergies. Domains with spells that are just all over the schools generally get passed over. Will there be any effort to go back through old domains and sprinkle in the new spells?


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Re: Cleric Domain/Path Feedback Thread

Post by Exordius » Fri Jan 27, 2023 5:51 am

"Will there be any effort to go back through old domains and sprinkle in the new spells?"

Please add mass phantom wound to the illusion domain or maybe make that the domain power for illusion even.


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Re: Cleric Domain/Path Feedback Thread

Post by Kenji » Fri Jan 27, 2023 6:55 am

With a plethora of new spells thanks to SK and the team, I'm also taking suggestions on any spell additions and replacements for existing domains


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Re: Cleric Domain/Path Feedback Thread

Post by Aftond » Fri Jan 27, 2023 10:42 am

Chill touch for undeath/death domain please =)


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Party in the forest at midnight
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Re: Cleric Domain/Path Feedback Thread

Post by Party in the forest at midnight » Fri Jan 27, 2023 7:51 pm

I'm going to hold off until the spell changes are done, I'm curious to see how spells will be rebalanced.


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Re: Cleric Domain/Path Feedback Thread

Post by Party in the forest at midnight » Mon Jan 30, 2023 7:08 pm

Is it possible for domains to grant more than 1 spell per spell level? For example, illusion gives color spray at spell level 1. If a new spell level 1 illusion damage spell was added, would we be able to get that as a level 1 domain spell along with color spray?

Balance-wise what I'm imagining are ways to give cloistered cleric more things to do in pve, which can be accomplished by having more low level domain spells available. I don't think it would impact other paths, they have other benefits and don't get a spell refund on domain spells like cloistered clerics do.

I also don't expect that every domain be a heavy hitter. The damage-focused domains will continue to be at the top, they offer offensive spells on cooldown and a wide option of offensive spells. But it would be nice if more domains had more basic options available.

For example, the magic domain gets magic missile and lesser missile storm. Both of these are really awful spells. It would be cool if magic missile was buffed to scale like ice dagger does. As well, move magic missile to spell level 1, mage armor feels wasted there. Giving the magic domain a basic pve damage spell won't take away from the power of the fire or cold domains which have a lot more damage spell options.

If you're down for these things, I'll go through the domains and suggest new spell ideas. Some domains such as air are sort of sad, they get a great domain power but the actual spells available aren't all that good. Water gets some good higher tier spells, but only has utility lower tier spells.

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Also, were banned domains removed? It used to be on the wiki but seems to be removed. Source here.
On top of this I think Cyric was banned from knowledge, and Lolthites from travel.


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