D&D5E: NATURE DOMAIN CLERIC GUIDE

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D&D5E: NATURE DOMAIN CLERIC GUIDE this week we dive into the Nature cleric, from the great Players Hand book

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Dear Danny,

I've watched dozens of your videos and enjoyed each one. I appreciate your time, your knowledge, and the spirit in which you create these videos Thank you.

I really dig it when you share your ideas for a backstory. Back in June, you covered the Life Domain Cleric. At video's start you elaborated on a cleric's relationship with their deity, much like you did in this video. It's great stuff!

I like your videos the most when you're exploring the weld between the roleplaying of the dark hero and the crunchy bits. The hunter-centric idea you share in this video's intriguing. I see similarities between what Sinister Heroes is about and how I often coach a new roleplayer.  I too describe how the mechanics play to a style's strengths and weaknesses. I also use a similar technique in creating backstory where I'll imagine a scenario in which something bad happened or something went wrong for a Player Character and this new role-player will describe and elaborate on how/why their character reacted/was affected.

I agree with your points regarding the Divine Domain of Nature. I'd like to glom on some additional points, if I may. You say in all your videos that you're into the feedback ... and I guess I've got lots. :) Hope it's worthwhile reading.

Spike Growth sure is a fantastic spell! It's a great "controller" spell. There's some nuance to using it effectively though and I feel like it's good content to delve into. Having played 5th Edition D&D for a while now, it's been my experience that many advanced players (DM's too) are unfamiliar with Improvised Action. If Spike Growth sees regular use then knowing how to use Improvised Action rules to push a creature into an affected space is a great idea. Also, Spiked Growth requires Concentration. Making those rolls can be more of a challenge for a melee-focused character like a Cleric. I'm in love with the Lucky Feat as a salve for this.

We both think the Channel Divinity is weaksauce. It's ok if there's opportunities to pacify animals. Charming in D&D is better on intelligent creatures. I'd replace it with a facsimile of elemental-themed spells like a choice of a fire/air/earth/water and maybe +1 use but it can't be the "opposite" elemental-themed power. As for the 17th level power, I don't care. I never play characters that high level.

I'd like this Domain to be less about animal and plants and more emphasis on elemental forces. For the "sinister hero" part, I'm imaging a character to be more of a True Neutral witch doctor sort and the deity being a punisher with a Nature is Evil theme. For justifying the "hero part", maybe my witch doctor/Nature Cleric is from a faraway land and at an early age, was captured and enslaved. Now my character has been set free and seeks to do the same for others, returning them to their "natural" state. I'm thinking it's a schtick with playing that the ends justify the means. This character's god is very much anti-civilization and vengeful towards those that seek to destroy or tame the natural world. Maybe a Noble Savage trope. Likes to get naked a lot, so that can be fun roleplaying. Sinister heroes can be good for a laugh too, now and again.

Thanks again for creating these videos. I think I've watched nearly every minute of every one of them. Consider me a big fan and let's hope you never run out of ideas for the next great video.

matthewg
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I like the additional visuals you've been editing in!

FlutesLoot
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I can see someone doing a winter cleric with this subclass. Using frostbite to give disadvantage on attacks, divine strike to do cold damage and dampen elements to resist cold.

Dream-Reaver
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17th Level: Reflect Elements

Whenever you reduce damage with your Dampen Elements feature, you reflect damage back to the attacker. This damage is equal to the damage reduced by Dampen Elements.

pmx
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Love this video, so many good ideas and inspirations

taylorfriend
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In most of my game worlds, I have the druids of the blackthorn circle. Basically a neutral evil nature cleric. Very suited for ones hot villains

tonyromasco
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I feel like if animals and plants that you charmed could understand what you say. Let you try to charm and convince the guards horses to try to buck them off or be belligerent. Not to mention that this would kinda be needed to make the ideas of convincing animals to scout or distract an enemy/area for you.

Otherwise a turn for monstrosities and aberrations. They are both unnatural afronts against the very natural world it's self. Downside is normally they have a higher cr then would be easily turned.

Also shalelee is nice since if you're in melee you can aoo enemies with sentinel to keep them stuck in your spell. Plus it's a action cast and you can then just set your goated out bonus action concentration spells.

samfish
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I am quite baffled why this subclass got Insect Plague at lv 9 when Clerics by default have access to Spiritual Guadian at lv 5 ( and does similar dmg when upcast to 5th lv, no friendly fire, and can even move with it), and even though it is rather confusing that Nature Cleric gain access to Metal Heavy Armor and Metal Shield (which Druid does not).

Come to think of it, Spiritual Guardian even work great with Thorn Whip which this subclass can get, what were they thinking?
(Similar goes for the Spike Growth even thiugh it is much more useful than Insulting Prank)

I sincierly wonder what were they thinking, when they were creating Channel Divinity for this class if they even tried.

kwaksea
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Isn't this just a druid who goes to church on Sunday?

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