Treantmonk: I hate the Peace Cleric because of how insanely strong it is. Pack Tactics: I love Peace Cleric because it is insanely strong. Ah, the duality of man.
It's hilarious to me that the Redemption paladin does actually have features that encourage non-violence, while the Peace cleric helps his teammates murder everyone else. I guess if all factions but yours are dead, there is peace...
But Kobold: Animate Dead - Zombies, Protective Bond, +2d4 on the Zombies’ Con saves. Your Zombies can tank a breath weapon to your face as well! Don’t forget about +1d4 grappling, prone making, teleporting Zombies!
If you have a party of 4, this could work late-game. Otherwise, you're probably better off placing that bond on your fellow players. Late game tho, having two sacrificial lambs to protect two of your party members is very helpful. Have the zombies stay somewhere safe, taking the dodge action, and when someone low on HP needs a Get Out of Death Free card, BAM! A zombie appears to take the damage for them.
@@agilemind6241 The Zombies can take damage for your party, you’re giving them +2d4 as well. How is this selfish? You don’t even have to target yourself.
@@Michael-tc5ff I agree. I'm working on a Necromancer Cleric "tank" build right now. Zombies + Undead Thralls + Emboldening Bond + Bless + Aid + Inspiring Leader? That'll absorb some damage for the party.
@@Michael-tc5ff I mean in a small party and high levels you can do this. But Protective Bonds stating it only affects creatures influenced by your Emboldening Bond, and you can only influence a number of creatures up to your proficiency bonus then the issue becomes you are avoiding giving your amazing ability to your party members (or yourself) to target a few zombies. Even if you have 3 people in your party, a 5th-8th level cleric that wants to use this trick will need to exclude themselves or a party member to opt into affecting a zombie.
Protective Bond does also have the nice utility of being able to have one bonded creature to teleport to another, so long as that creature pokes themself for one hitpoint. At least in out of combat situations, one hit point to skip an athletics/acrobatics check isn't a bad trade at all. Still not all that powerful in an optimized group, but nice all the same (never worth using an Emboldening Bond on by itself, though).
The only thing I don't like is that as a dm it feels meta to do that but I would probably just set it to not let you or allies attacks do not activate it
I agree that it's still quite powerful in optimized groups. In PT's example scenario, the better solution would be for one of the allies to run inside a building and poke themselves or jump off the 10ft roof to teleport the surrounded character out (it doesn't need line of sight). It doesn't use the protected character's reaction, so it can be combined with absorb elements or shield. It also prevents a character from needing to make a concentration save, which is absolutely worth trading some health for.
@@Mr1991bbk staying your self to have someone teliport for the PEACE domain is meta gaming in my opinion why would you attack your self how would you know stabing your self would allow someone to teliport to you plus rules a wrighiten I should be able to do medicine checks from anywhere on the battle field is that meta gaming yes 100% it is I don't care how smart your character is that's meta and your just abusing the rules so I would allow it at my table
The 6th level feature is absolutely insane. I played a peace cleric6/Ancestral Guardian6 in a high level campaign of 10-20. The cleric class featured aren’t spells so you can reliably tank for the team and as a barbarian it was a free teleport into the melee combat I wanted to be in. I took tough and was a dwarf and my god. It was ruthlessly efficient, alongside the ancestral guardian taunt, the enemy had to pick between disadvantage on someone else that I could take the damage for OR attacking me in half-plate with a shield. I was able to stack a displacer cloak on top of this. It was ruthlessly efficient
Yea, that's what I was thinking. The 6th level feature is something that would likely be used by the Martials who want to get into melee range. Fighters, Barbarians, etc. It can also be used if a ranged player is flanked by a hidden enemy. Maybe there's an ambush behind the party and the Wizard is in danger. Now the Barbarian can teleport directly to the enemy, take the hit, and be ready to dish out damage when their next turn comes around. Even the Cleric who had this ability active can benefit, since Clerics can be good in melee combat too. It's a little situational, but splitting damage, protecting squishier team members, and engaging into melee combat immediately instead of requiring a movement isn't a bad feature.
I think you're underselling Protective Bond. It's not meant to make the Cleric casting it take the damage, it's meant to grant your team's Tank a taunt, which is rare in D&D 5e - it would be better if it forced an attack to target the Tank, I feel, but at least this also works with AOEs and works with damage-sponge Tanks.
That's ight. If the second creature is a Battlemaster with Riposte, or a Hexblade with Armor of Agathys, you've accomplished damage mitigation & reaction damage to your enemy. Sounds pretty "optimized" to me, w/e that means.
Not to mention, in the scenarios presented in the video, the victim is already surrounded by 3 enemies(and will potentially die if staying there alone). If your Paladin can get magically teleported to soak an attack, and then provide auras, the victim is already much better off. It is a feature that builds on top of Emboldening Bond to give you additional options in certain situations.
a correction, about protective bond, it also helps grappled creatures as they can teleport out of the grasp, which as reaction is great and no only that, you take the damage instead of an ally regardless of the source so let say 4 peopl are in the area of effect for Dragon breath. the barbarian is the only one with resistance, so he uses the reaction to protect the cleric. now the cleric took no damage, and the barbarian took more damage but he was resistant. so he is still standing.
arguably the rogue could also step up to protect their allies with evasion and decent dex. similar to the barbarian they will take half damage twice, but should they succeed on their saves they take no damage.
I view that teleport feature as a panic button for someone trying to finish off a downed PC. “Strahd’s about to turn out fighter into a vampire! Swap places!”
I do think you're underselling the level 6 a bit. Any creature in the bond can take that reaction, not just the (probably concentrating anyway) cleric, so if something sneaks into your backline, poof, the raging barbarian is there to take it instead. Also its synergy with Twilight's Channel Divinity is very good if you happen to have both in your party, since it makes it a lot easier to ensure that temp HP is getting used up every turn. Just in general the ability to mitigate the possibility of focus fire is strong. Also question, if you're planning on just dipping Peace Cleric, what are you pairing it with?
Yeah, I really disagree with Kobold here, this feat has saved allies in the past. Also a thing nobody is talking about is being restrained by a creature or something and using it to gtfo with someone who can easily get out. It has a lot of applications that in the white room you wouldn't notice.
@@GeebzGBZ His main point is that in optimized groups, your reaction is very important, and sometimes it is not worth using it on protective bond. Therefore making this a situational feature at these tables. He does make the distinction that the less optimized the group is, the better this feature tends to be. I agree with him.
To answer the early question of why Peace Cleric gets flak: Table pacing. if the table isn't used to having the constant extra d4 it can drastically slow things down for everyone.
Good point. In my experience, the tension also comes from the fact that RAW allows you to stack additional modifiers on top of the d4 (such as Bless, Guidance, or Bardic Inspiration), which has the power to mathematically trivialize combat. But when you limit players to only add one additional die to any given roll, it becomes a lot more reasonable.
Door dodging is an effective tactic. Protective Bond makes a door dodger invincible. They've got basically the entire parties hp pool to draw from. It's not hard to come up with similar strategies to maximize this. And teleportation is always good. Tons of ways to exploit this as well.
I played in two high-leveled one-shots with a halfling peace cleric(1lvl), divination wizard(2lvl) and the rest in divine soul sorcerer, one at 11th lvl and the other at 20th. I played a support and healing position, casting counterspell on critical moments against Orcus in the lvl20 one and it was amazing, empowering being in such a position.
@@crownlexicon5225 Point buy, put 13 in wis and int, dumped str and con, though I got an amulet of health to get con to 19, maxxed out cha and put what's left in dex.
I already liked your channel. Add in my favorite band of all time reference and you got bumped up to love your channel. Megadeth kicks ass just like you
Also a fun thing about the sixth level feature, it is an teleport of another creature, even for classes that normally don't get teleports. In addition they still do not require line of sight, just being within the wall-penetrating area. You can stage a breakout for your rogue (again) by using your aura and slapping your barbarian. It can function as a reaction-based blind misty step fueled by slapstick!
The good thing about protective bond is it allows your tanks to actually tank. How many agro abilities are in 5e? 3 or 4 maybe? If your Barbarian who probably doesn't have a reaction besides AoO can freely fight on the front line and still take a hit for the squishies in the back when someone sneaks by? I think that's very useful. And once again, encourages team play and coordination. This is less like a peace cleric and more like a...community cleric? Family cleric? Basically support and helps optimize everyone into the role they should be playing.
Yes, opening up the possibility of Tanking with Teeth; If the second creature is a Battlemaster with Riposte, or a Hexblade with Armor of Agathys, you've accomplished damage mitigation & reaction damage to your enemy. Sounds pretty "optimized" to me, w/e that means.
Ok here's the thing though, if you have a brutal DM then the 6th level feature is still pretty good considering not all encounters are just "bandits appear from THAT DIRECTION SPECIFICALLY". Sometimes your party is surrounded or attacked on both sides, in which case protective bond can allow your melee characters to immediately get to the sorcerer, take damage for them, and delete the bandits from the encounter before they damage the caster. They probably don't have shield spell so it's not like this reaction wasn't worth it. Sometimes, protective bond lets you get melee characters to where they need to be ASAP which is very important in such cases like ambushes Also this is pretty funny for doorway dodging since the person actually doing the doorway dodging doesn't even take damage.
Hey Kobold, do you think you could add the Bard's Magical Secrets feature to the list of things to make a video about? Choosing which spells to pick is a super hard decision, and there's a lot of bad advice out there about it (RPGBOT actually suggests picking eldritch blast as a lvl 6 lore bard lol)
Please don't grab Elditch blast btw lol. Anyways, On top of my head. Conjure animals and pass without trace is like what I would pick right away. but it depends. If somone already has pass without trace then I'd pick web or Phantom steed.
Tabletop Build, which was featured in this video, made a guide about it. Should be found in a quick google. Narrowing it down is about filling in the stuff your party currently doesn't have. I was playing in a Low-OP game as a Lore Bard, and decided to pick Spirit Guardians to cut through swarms of enemies much faster without being too intrusive about it. I would suggest getting first level spells like Shield through a dip into Sorcerer or Hexblade. Given that Bard's starting saving throws leave a lot to be desired, starting a level or two in a different spellcasting class for either Constitution or Wisdom saves is great for Bard anyways so you can pick the other with Resilient. But yeah, there's a surprisingly ton of bad advice online. lol. Remember seeing Swift Quiver touted as 'good' option.
@@CJWproductions from a class that doesn't have spell books (paladin) so good luck finding something to teach you the spell for ritual casting. Alternatively take the spell or destructive wave and dab on those paladins.
Protective bond's movement and repositioning power is it's main draw. But I understand that it is 5e and those barely matter for it. Also to make it clear since the examples didn't quite do so. It's any creature 30 foot near each other not the caster in particular, you don't have to do anything silly like position yourself in the center. You can even split into teams of two and go down two different paths, etc.
7:18 It doesn't have to be you (the cleric) who teleports in and takes the damage. The party tank could be the one doing it. Some builds want to be in melee. This feature was once used to teleport our party paladin out of the Tarrasque's stomach.
Really like this. a little dip into peace cleric is also super flavourful and can do a lot to express character development mechanically. thanks for raising awareness for this.
"and now, because this character embraces peaceful conflict resolution, they get the ability to turn all of their allies into hyper-efficient murder machines" :P
Turn is also just a unit of time in DnD 5e 6 seconds to be precise. And I am fairly certain that there is official confirmation that this also applies out of combat. So turns are a valid way to measure time rules wise. In other words: Once per tun means you can use it every 6 seconds when out of combat. Edit: Source: Twitter post of Jeremy Crawford regarding the Survivor feat. Sadly tube robots hate links.
If I am reading the rules correctly, Protective Bond can negate AOE damage effects because if they are hit, the fighter can teleport to take the damage of the wizard, and the barb can teleport to take the damage the fighter was taking for the wizard and so forth. Basically if everyone uses their reaction only one person takes damage, yes this does make it to where that last creature will be taking potentially more damage because they can’t reduce the damage with their reaction but it’s still pretty effective
If 2 people are in a aoe and 1 teleports to the other he potentially takes dmg from the attack itself and the dmg from the teammate it doesnt make much sense but its raw
Here’s a thought though about Protective Bond. What if instead of using it to take damage away from a party member, it’s used as a mobility option? Say the bond is up and the green Kobold is surrounded like in the video example. They could attack Gator, another bonded creator, with a ranged attack, then use the reaction feature of the bond to then teleport to him and take their own damage. It may be doing damage to yourself, but now you’re not in melee (ESPECIALLY against those giants)! And as a martial in this example, you still potentially have a second attack you can use again the giants.
First off, love the intro. Great reference to the band Megadeath. Secondly, after watching this, I have came up with a couples possibly good builds, both of which would make great use of the Protective Bond Feature. 1. A Peace Cleric multi-classed with a Shephard Druid. Applying your Emboldening Bond on as many allies as you can (primarily squishy ones), save for one, then using your Conjure Animals and Fey spells to summon a tanky creature and giving it your last Bond. Now, when a Bounded ally is about to take damage, use your creature reaction to poof over and take it instead. Also as a Shephard Druid, you have features to make your summoned creatures more tanky and easier to heal. Such as Mighty Summoner granting them +2 HP per HD the creature has, and Guardian Spirit heals them each time they end their turn within your Totems Aura. Lastly, speaking of Totems, the Unicorn would be your go to one as with it, anyone within its aura are healed when ever you cast a spells to heal someone regardless of the spell target is inside or outside the aura. Thus your not only the party healer, but one who can have some effective off-tanks. 2. I would call this one the "Questionable Peace Cleric" as it makes use of a spell that I don't think you'd really see many Good, let alone Peaceful Clerics using. That spell being... Animate Dead, and farther more, a Cleric that has a particular habit of animating... Zombies. Now, much like the druid, one or more of your Zombies may be granted a Bond and be made into well... literal "meat shields" for your "Living" allies. Also, you may be wonder, "Why Zombies?" Well, answer to that is simply the feature Zombies have, Undead Fortitude. Meaning just about any killing blow to them short of Radiant, Critical, or well, more than 18 damage after dropping to 0 (so perhaps not so good late game), they have a decent chance of surviving with just 1hp. Though even if one falls, you likely have other "meat shields" bonded that could "pop up" to defend your allies.
I like the idea of having both a peace cleric and a redemption paladin in the same group. They both have similar features and have great domain/oath spells. Definitely two of my favorite subclasses.
That intro was gold! I now hope to EEEEEAAAARRRRNNNN a video about Twilight Domain and whether or not it is as broken as people say. A video on why Hexblade dips aren't as bad as some DMs make it out to be would be great too!
One other item that is glanced over with balm of peace. This allows you to get out of jams where you can just walk away from danger regardless of how many enemies are around you, and none of them get to attack you with an opportunity attack. Stinking cloud behind you and rogues in front of you, channel divinity and walk way, with no damage taken walking past rogues and walk over to another party member to give some help if you can plan it that way.
6th lvl becomes more effective with every martial in your group since they dont use their reactions much and are generally tanky enough to take a hit it also helps a lot with repositioning and pretty much makes it impossible for someone to die without a tpk and its absolutely busted if your team has a artillerist artificer or twilight cleric,
You could re-flavor it as Hearth domain. Healing, supporting your teammates, and allowing your teammates to better protect their friends are perfect for a worshiper of a Hearth Goddess like Hestia.
I want to try multiclassing this with Paladin. Bless+Bond+Aura of protection is Cha+2d4 to saving throws. A bit MAD but there should be ways to make it work if you keep wisdom at 13 and only use spells that don't benefit from higher wisdom like the aforementioned bless. Also, even with +1 wisdom, healing word is still good for picking someone up with a bonus action.
The reason Peace Cleric is so hated is that Emboldening Bond makes the game crawl to a halt as everyone says 'don't forget to add your d4' after every dice roll.
Not to mention, he completely overlooked how Protective Bond at level 6 makes it hard-to-impossible for enemies to concentrate fire. Who cares that you sent yourself into melee, *everyone else* can decide to hop in and take the next hits for you. It removes individual health bars and gives everyone a shared single health pool. And also everyone gains incredible mobility. The DM has to throw big damaging AOEs to hurt the party effectively, which isn't fun. It also turns rolls downright trivial by stacking with Bless. Oh hey, if you get someone else who is Twilight Cleric, the enemies have to chew through tons of Temp HP before they can possibly even hurt someone who is under your Bond. Peace and Twilight Clerics are bonkers. I don't agree with Kobold's take here.
@@jcdenton2187 yeah, pack tactics seems to have assumed that only the cleric can hop in. In which case it really wouldn't be that good. But allowing the raged barbarian to spend a reaction to prevent the wizard from getting shanked? that is good.
A lot of people had (and even still have) a bit of hatred towards Hexblade not because it gives medium armor, but it because it makes builds extremely SAD. Now for a Paladin, you only need to focus on Charisma and Dex, leaving Dex at 14 for Medium Armor (or even ignoring it for Heavy Armor) and 13 for multiclass purposes. On the other hand, now a Sorcerer or a Bard have ways to increase their defenses by just investing 1 level. Peace Cleric on the other hand doesn't have the same issue, in fact, it makes certain builds a bit MAD. Unless you are a Druid, a Monk or a Ranger, you don't need the 13 in Wisdom for your main class, requiring you to leave it at that if you aim to multiclass. It does give more benefits than Hexblade, like a great spell list even at 1st level compared to... Warlocks' and even some extra skills on the side. But people don't hate it as much as a multiclass since it requires a bit of work to do instead of just investing on something you are already investing. It's 100% workable around, you can dump Strength or Charisma if you really want to use it, and those are stats that aren't useful on your run-on-the-mill Wizard. Which doesn't mean Peace Cleric isn't just insane. Being able to give out free Blesses that stack with Bless is extremely potent for anyone in the team, and the Better Dash from the Channel Divinity is just icying on the cake. There are other options for Cleric that you can consider if you want to multiclass, like War for an attack-based martial or Grave for the 6th level ability to negate crits and the Channel Divinity, but if you just want something that's good on most occasions, Peace is your best bet.
Paladin Multiclasses still need their 13 Strength though, so even if you want to use the Hexblade and want to focus mostly on Cha and Con, you end up a bit MAD. If the Paladin gets disarmed for any reason, they will no longer benefit from Hex Warrior, unless they can quickly get their weapon back(Pact of the Blade requires level 3 Warlock, so it is no longer a dip). And they cant wield 2-handed weapons either(again, unless they get Pact of the Blade).
When i was a peace cleric me and my party used the protective bond to teleport to each other, the wizzard is in danger? just smash your head in the wall to a good 1 or 2 points if damage, the fact that this feature can be used for any instace of damage makes it a great mist step for all the party, and don't forget that the feature has no limit and says when a creature is about to take damage, so if all the party is in range they can just teleport one by one taking the damage the other would recieve, is situational but an incredible ability.
Protective bond seems like you have your tankier teammate use it. Use emboldening bond on entire party and then frontliners move forward. Now they have additional options to use to protect each other while you and your squishy teammates stay away.
0:23 Ferengis: "As a matter of fact, yes." In the words of a ferengi that worked for starfleet, and a vulcan he was talking to: F: "what is it you want?" V: "peace between these two peoples" F: "And what are you willing to pay for it?" V: "Absolutely anything" F: _excessively frustrated noises_ "Gah! I always hate it when people forget the earlier of the ferengi rules of acquisition, for example, rule of acquisition number three: 'never pay more for an acquisition than you have to', okay, so, right now, you could, for instance, go to war with ectra weapons, you could perhaps even win, at the cost of hundreds of lives on both sides, OR, you could negotiate peace, try to come to an understanding, and maybe get that peace you so desperately crave, at the cost of just a few hours of time!" TL:DR; A ferengi once solved war with capitalism, and the cost of peace fluctuates based on how stupid you are.
I think the point of protective bond is that if an enemy gets to one of your ranged party members when they think they avoided the front liners suddenly they're there. I can see this coming up with creatures that can teleport. Instead of the fighter finding themselves out of position and possibly having to use the dash action on their turn they'd be right there and not waste their action
Peace cleric lvl 1, Divine Soul sorcerer 1, Artficer 7 Autognome is one of my favourite builds. Combine this with the Lucky feat and clockwork armor + luck stone, and you'll definitely won't fail the most important roles. To calculate: if you really really want to max one particular skill, the calculation would be d20 + proficiency +(expertise) (+luck blade +1)+ d4 guidance + d4 emboldening thingy +d4 autognome racial trait +2d4 divine soul + Int modifier artificer. And of course rerolls because of Luck.
I ran a mid level one shot for a buddy’s bachelor party. There was Both a peace domain cleric and a paladin with aura. Cleric basically always had emboldening bond up and on round one would cast bless. And had guidance in his back pocket. During the entire adventure, I think only one character failed one saving throw. And that was only because he had disadvantage.
It doesn't say the cleric has to be the one to teleport. It says "a second bonded creature" so a different party member that wants to be in melee but isn't could use teleport instead.
I'm actually playing a Peace Cleric in one of the games I'm in, and in a recent fight (arena fight, one big bad vs our group of 6) I was nominated MVP afterwards! Protective Bond was fantastic! Our barbarian would teleport and take hits that weren't already directed at him, take half damage while raging, while I stood back concentrating on Beacon of Hope so any healing (between myself, our paladin, and potions) aimed at him was always max.
What about protective bond and barbs/moon druids? It even makes AC builds viable because you can force your DM to waste attacks on them. Also, now eight wolves you summoned become 160(240 with summon druid) damage that party didn't take.(even more on the later levels since your wolf would suck up more damage than they have hp) I don't even consider this high optimisation. I think that a group of random characters can just randomly have an op combo with this with a very good chance. Another thing about it is how easy it is to execute and requires no setup or dips, so you get more feats.
You can only bond prof number of creatures, so you expend an use, can't have more than 1 bond at the same time, all for some wolfs to tank a few hp, not bad but not really great
On the sixth level feature, I always considered it the best way for the tank to save a mid-liner from melee. You considered it as a way to spread damage off the the tank, but it also means that an enemy spell-blade who misty steps past the tank still hits the tank instead of a bard. While it still isn’t as good as most people think, I think it is still worthwhile to have in mind.
Lol in a new campaign my character’s best friend is a peace cleric. My character is a monk. Pretty hilarious. We went a funny route visually where he is a Leonin and I’m a Satyr. We quite enjoy this dynamic! Oh! And you can negate the issue of protective bond by having the person you are shielding have a reaction and, my best advice is the feat Gift of the Metallic dragon and use those wings. You split the attack but have it wasted with the wings. Best on another tanky cleric though.
I'm currently playing a bit of a Frankenstein character which involves Peace cleric. Divine Soul Sorcerer 1 / Peace Domain Cleric 1 / College of Lore Bard X. When you combine Emboldening Bond, Bless, and Bardic Inspiration, or when you combine Bane/Slow, Vicious Mockery/Mind Sliver, and Cutting Words, you can get some massive bonuses (+2d4+Bardic Inspiration) or penalties (disadvantage-Bardic Inspiration, -1d4 or prevent additional attacks) Should mention the College of Eloquence also works here, as a build that targets enemy saves above enemy attacks with their alternative class feature to Cutting Words
@@blackpeoplestorytime802 well, I meant Bane/Slow to be a this-or-that, not a this-and-that. But yes you're correct that you can't use both spells at the same time
In regards to warding bond, something to consider is not just yourself but other bonded creatures. So yeah, while throwing yourself into the fray as one of the less bulky clerics isnt going to be that great of a play, consider something like the barbarian teleporting to you or another squishier unit like sorcerer to take the blow so they dont drop concentration on a spell. I feel like that point was GREATLY overlooked.
Fun thing I once did with Protective Bond. Hit your own ally (be it as an action, bonus action, opportunity attack etc) and have a displaced teammate teleport to the ally you hit. The benefits of having a Graviturgy Wizard obsessed with teleportation
It says right in the description of Emboldening Bond that it can be used to “add the number rolled to an attack roll, an ability check, or a saving throw”. Period. That’s it. It doesn’t mention initiative. It specifically calls out “attack rolls, ability check, or a saving throw”. The once per turn means you can use it once per turn on either an attack roll, ability check, or saving throw *only*. The “once per turn” modifies how often it can be used in a turn on one of those three things. It does *not* mean you can use it once per turn on whatever you want.
The 6th level ability is broken if you use it for other purposes. Technically you can hit yourself for 1 damage to teleport a teammate 30 feet to you, basically sacrificing 1 hit point to teleport someone to you. Meaning if someone began falling into a deep hole, you can easily save them from all of that damage. Or if someone is not in a good place of melee, you can move them around as need be.
the situation explained for the 6th lvl ability implies that you marked yourself with it, which is fine, but you have to keep that in mind. Something that was also not explained is that someone else who is bonded can also do this ability- If you have two front-liners who are both marked, the one with more current HP can take that hit for the one with less current HP. yes, this can break the front-line and allow mobs through, but inside dungeons or other smaller areas, I don't truly think that's too much of an issue, especially if the that person can take their turn before the mobs they left anyway. does this make it better? i'll let you decide, but it was not mentioned in the slightest so i wanted to point it out.
not to mention how if an enemy manages to slip into the backline and attack the squishy casters, one of the frontliners can quickly become a bodyguard for the caster and protect them by taking the hit and being ready to counterattack,
I love protective bond it just makes tank builds viable and mobile, and if self harm is allowed in your table you can; use it as a teleport for getting to places atleast one ally can reach without needing line of sight and teleporting an ally out of a sticky situation if you attack yourself
Protective bons plus bless makes for an amazing 2d4 to saving throws and attacks rolls. That is plus 5 on average which is amazing especially for anyone using GWM or sharp shooter.
New around here and late. Currently playing a Peace Cleric whose build focuses around damage nullification and resistance. Pretty words to say I cast Warding Bond/Heroism every combat and when all of my party takes damage and some are knocked I use balm of peace. However, I know this campaign isn't optimized AND I'm using a homebrew spell: Blood Golem - Blood Magic as well. It gives me resistance to ALL damage while the Golem has temp hp, casting the Warding Bond on the Golem and Heroism on both of us with an Emboldening Bond/Magic Resist. Means that if me or my Golem are dealt 100 dmg it is reduced to approximately 60 -70. We do both take the dmg but 1 doesn't die. Luckily, it's the Peace Cleric who I forgot to mention is a Tortle Tank. I checked for rules and no where does it say from what I saw that damage can't be reduced to 0, just that resistances don't stack but because of the Blood Golem spell "the golem takes HALF the dmg you take" meaning that before being reduced it is halved. However, that is only when I'm attacked but my DM refuses to attack the cleric (even before my build came online Lvl 6 now) and I heard from friends that rounded numbers favor the players. I did some more light research and it held true especially since this regards damage. The weakness of this build in my eyes is the Golem gets attacked first. Low AC, general stats, and not much utility but of course Golem's can hold items. Even so, Magic Resistance and a good chunk of health is really all I need from him. Though its a moot point imo Silvery Barbs x Bonds. Just wondering if some gamers can let me know if I am doing this wrong. It is Homebrew, non-optimized, and easy high value resources being obtained from my campaign. Shield +3/Amulet of Health/(don't ask why I have) Gauntlets of Ogre strength and I forgot I just got a guardian emblem. The Golem Swaps between Healers Gloves (2d4 +2) and a "Lesser Silver Sword" which is just a Greatsword +3.
Peace dip with a divine soul sorcerer is one I"m considering. Or maybe a star druid?. This would also give cantrips to my paladin...The teleportation bond isn't bad, though. Bond a barbarian with a wizzard, have the wizzard be a bait, and the resistant barbarian teleports in. Mele IS dangerous, but not so much for a barbarian. you don't have to use YOUR reaction., but the barbarian/fighter/paladin could jump into mele to protect the squishy casters/ranged fighters. You can strategize around this and make it good.
I personally enjoy a Peace Cleric 1/Gunsei X (taking a firearm as my ranged weapon. Firearms are martial weapons by the rules). Activate Emboldening Bond and cast Bless on self to stack them, then Sharpshooter all day
I think you like peace cleric because of how good it is, I hate it because of how good it is because when certain things are just obviously better than others it makes me want to play them even if I like how another works. For example, tasha's custom lineage, there's a lot of really cool racial abilities out there, but with a half feat you can get a +3 to an ability score so an 18 at level 1 which is just mechanically better in almost every situation (I also don't like twilight cleric either because it is also stupidly good), and for the teamwork angle tasha's has a cleric subclass that I think does it better, although I think it was a reprint, with the order domain, which when you cast a spell on an ally they can make an attack as a reaction (only one ally). I just really don't like the direction twilight and peace clerics are going because I think they are just statistically good, but less interesting than other characters, and especially considering power creep, it threatens to make good and fun subclasses fall behind the curb, which I really don't like
The 1 level dip i found is excellent on a clockwork sorcerer. Armor proficiencies, access to some really good and often used spells as well as some extra healing. Something which i see a clockwork sould doing. Emboldening bond and restore balance seem like really good sister features to me. However most levels would go to clockwork soul sorcerer on this build. Maybe the second level of peace cleric at 19th level. And that's astrong maybe lol
Right now I'm building a sort of peace cleric/shield fighter that focuses most of the effort into absorbing damage from the rest of the party. He uses defender fighting style with all the defensive cleric spells you can think of. Im having a really fun time with him, and the table enjoys the mitigations.
I'm playing a peace cleric at 18th level and when we're fighting epic creatures that are dealing hundreds of damage as a legendary action, keeping the wizard alive is a very good use of reactions to keep counterspell around. Also at this level the damage is cut in half so it's a great way of mitigating catastrophic damage and preventing those who failed the save from going down
but protective bond can allow the barbarian to take hits for others specially well if the bonded ones are frontliners, if you got some bonded backliners then someone csn teleport back to u if say, a rogue sneaked into ur back line
I love the peace cleric, I really love mobile type characters and personally think movement is a very underrated mechanic. While yes I realize that hold person is a thing, peace cleric really gets you away from having to worry about that too much considering you can add 2d4 to that wisdom save and I love the idea of a tabaxi peace cleric swooping in with possibly like 13 hp to anyone you want basically if your movement is decent because you can feline agility during that to heal basically anyone you want, not OP at all just a cute little mechanic
But kobold, I took 6 levels in paladin, and based on the wording of most spells you show up to take the damage and then the person gets to make a saving throw. With this ruling at our table I'm able to snap to someone taking a spell attack with a save involved and then give them 2d4+5 to their saving throw. It's massive and it often let's me get into melee faster because I can use my reaction to teleport to melee as a slow paladin without other teleports. I am currently ruining my GMs ability to shut down important members of the team and it's amazing I love it.
I’m actually playing a peace cleric in curse of Strahd right now. During an early combat I stacked bless and the bond and it was ridiculously powerful and kind of clunky. So I simply chose to not do that anymore, and it’s still ridiculously good
Treantmonk: I hate the Peace Cleric because of how insanely strong it is.
Pack Tactics: I love Peace Cleric because it is insanely strong.
Ah, the duality of man.
Humanoids right? A kobold and a Treant
@@GeninGeo well treants kinda a plant, does it really have 2 legs?
It's hilarious to me that the Redemption paladin does actually have features that encourage non-violence, while the Peace cleric helps his teammates murder everyone else. I guess if all factions but yours are dead, there is peace...
the flavor is more of a "Friendship" domain cleric
Clerics want the world to know of their peaceful ways...
BY FORCE
@@freak3470 Fr! Or "Unity" in the "Let's build an empire" sense-Cleric.
@@freak3470 Or "Community"
Behold, the peace of the grave
But Kobold: Animate Dead - Zombies, Protective Bond, +2d4 on the Zombies’ Con saves.
Your Zombies can tank a breath weapon to your face as well!
Don’t forget about +1d4 grappling, prone making, teleporting Zombies!
Underrated comment
If you have a party of 4, this could work late-game. Otherwise, you're probably better off placing that bond on your fellow players.
Late game tho, having two sacrificial lambs to protect two of your party members is very helpful. Have the zombies stay somewhere safe, taking the dodge action, and when someone low on HP needs a Get Out of Death Free card, BAM! A zombie appears to take the damage for them.
@@agilemind6241 The Zombies can take damage for your party, you’re giving them +2d4 as well. How is this selfish? You don’t even have to target yourself.
@@Michael-tc5ff I agree.
I'm working on a Necromancer Cleric "tank" build right now. Zombies + Undead Thralls + Emboldening Bond + Bless + Aid + Inspiring Leader? That'll absorb some damage for the party.
@@Michael-tc5ff I mean in a small party and high levels you can do this. But Protective Bonds stating it only affects creatures influenced by your Emboldening Bond, and you can only influence a number of creatures up to your proficiency bonus then the issue becomes you are avoiding giving your amazing ability to your party members (or yourself) to target a few zombies.
Even if you have 3 people in your party, a 5th-8th level cleric that wants to use this trick will need to exclude themselves or a party member to opt into affecting a zombie.
"Peace" cleric. All the features are combat oriented.
Honestly, should have been named "Friendship" cleric :P
There's no peace like "all my enemies are dead and will never bother me again". 😉
Unity domain was the second name from UA
I mean historically a concept called "The Kings Peace" was a thing. The king is really just a warlord but he enforces peace with his retinue.
Peace...through superior firepower.
Nuclear Gandhi strikes again.
Protective Bond does also have the nice utility of being able to have one bonded creature to teleport to another, so long as that creature pokes themself for one hitpoint. At least in out of combat situations, one hit point to skip an athletics/acrobatics check isn't a bad trade at all. Still not all that powerful in an optimized group, but nice all the same (never worth using an Emboldening Bond on by itself, though).
The only thing I don't like is that as a dm it feels meta to do that but I would probably just set it to not let you or allies attacks do not activate it
I agree that it's still quite powerful in optimized groups. In PT's example scenario, the better solution would be for one of the allies to run inside a building and poke themselves or jump off the 10ft roof to teleport the surrounded character out (it doesn't need line of sight). It doesn't use the protected character's reaction, so it can be combined with absorb elements or shield. It also prevents a character from needing to make a concentration save, which is absolutely worth trading some health for.
I’ll add that a Barbarian can use this teleportation to take a hit for the other creature.
@@LocalMaple Especially when dealing with enemies who have mastered tactics like gank the healer first...
@@Mr1991bbk staying your self to have someone teliport for the PEACE domain is meta gaming in my opinion why would you attack your self how would you know stabing your self would allow someone to teliport to you plus rules a wrighiten I should be able to do medicine checks from anywhere on the battle field is that meta gaming yes 100% it is I don't care how smart your character is that's meta and your just abusing the rules so I would allow it at my table
Absolutely crushed that intro. Rock on, brother!
do you know if that intro was a reference to something
@@xxxswaggerdaggersxxx6913 It's a spoof on the Megadeth song "Peace Sells... But Who's Buying"
The 6th level feature is absolutely insane. I played a peace cleric6/Ancestral Guardian6 in a high level campaign of 10-20. The cleric class featured aren’t spells so you can reliably tank for the team and as a barbarian it was a free teleport into the melee combat I wanted to be in. I took tough and was a dwarf and my god. It was ruthlessly efficient, alongside the ancestral guardian taunt, the enemy had to pick between disadvantage on someone else that I could take the damage for OR attacking me in half-plate with a shield. I was able to stack a displacer cloak on top of this. It was ruthlessly efficient
Yea, that's what I was thinking. The 6th level feature is something that would likely be used by the Martials who want to get into melee range. Fighters, Barbarians, etc. It can also be used if a ranged player is flanked by a hidden enemy. Maybe there's an ambush behind the party and the Wizard is in danger. Now the Barbarian can teleport directly to the enemy, take the hit, and be ready to dish out damage when their next turn comes around. Even the Cleric who had this ability active can benefit, since Clerics can be good in melee combat too. It's a little situational, but splitting damage, protecting squishier team members, and engaging into melee combat immediately instead of requiring a movement isn't a bad feature.
The build sounds really fun to play, did you take dips or go full cleric for the first 6 lvs and then barbarian for the rest?
@@sagatario58 not as situational as you'd think. There's plenty of monsters that can teleport. It only becomes more useful as you get up in levels
peace through war, it's how a brutal warrior becomes a peace cleric.
I think you're underselling Protective Bond. It's not meant to make the Cleric casting it take the damage, it's meant to grant your team's Tank a taunt, which is rare in D&D 5e - it would be better if it forced an attack to target the Tank, I feel, but at least this also works with AOEs and works with damage-sponge Tanks.
That's ight. If the second creature is a Battlemaster with Riposte, or a Hexblade with Armor of Agathys, you've accomplished damage mitigation & reaction damage to your enemy. Sounds pretty "optimized" to me, w/e that means.
Not to mention, in the scenarios presented in the video, the victim is already surrounded by 3 enemies(and will potentially die if staying there alone). If your Paladin can get magically teleported to soak an attack, and then provide auras, the victim is already much better off.
It is a feature that builds on top of Emboldening Bond to give you additional options in certain situations.
a correction, about protective bond, it also helps grappled creatures as they can teleport out of the grasp, which as reaction is great and no only that, you take the damage instead of an ally regardless of the source so let say 4 peopl are in the area of effect for Dragon breath. the barbarian is the only one with resistance, so he uses the reaction to protect the cleric.
now the cleric took no damage, and the barbarian took more damage but he was resistant. so he is still standing.
arguably the rogue could also step up to protect their allies with evasion and decent dex.
similar to the barbarian they will take half damage twice, but should they succeed on their saves they take no damage.
@@andrewgreeb916 I dont think you get to make the save and take advantage of evasion when you teleport in to tank a hit
I view that teleport feature as a panic button for someone trying to finish off a downed PC.
“Strahd’s about to turn out fighter into a vampire! Swap places!”
I do think you're underselling the level 6 a bit. Any creature in the bond can take that reaction, not just the (probably concentrating anyway) cleric, so if something sneaks into your backline, poof, the raging barbarian is there to take it instead. Also its synergy with Twilight's Channel Divinity is very good if you happen to have both in your party, since it makes it a lot easier to ensure that temp HP is getting used up every turn.
Just in general the ability to mitigate the possibility of focus fire is strong.
Also question, if you're planning on just dipping Peace Cleric, what are you pairing it with?
Peace cleric moon druid shenanigans? Could be fun
Wizard is a strong pairing with a peace dip. There’s a good argument for bard as well.
Yeah, I really disagree with Kobold here, this feat has saved allies in the past. Also a thing nobody is talking about is being restrained by a creature or something and using it to gtfo with someone who can easily get out.
It has a lot of applications that in the white room you wouldn't notice.
@@GeebzGBZ His main point is that in optimized groups, your reaction is very important, and sometimes it is not worth using it on protective bond. Therefore making this a situational feature at these tables. He does make the distinction that the less optimized the group is, the better this feature tends to be. I agree with him.
@@cfalkner1012 my point is that even in optimized groups it offers a large amount of utility, I still disagree with Kobold's point.
I think protective bond is supposed to be used on spell casters. The fighter jumps in and takes the damage that the wizard was supposed to take.
Yeah, I agree
You can't always keep your back line uncompromised
Popping on over to defend the Squishies when your line is broken is definitely useful
casters aren't squishy?@@1stCallipostle
To answer the early question of why Peace Cleric gets flak: Table pacing. if the table isn't used to having the constant extra d4 it can drastically slow things down for everyone.
Good point. In my experience, the tension also comes from the fact that RAW allows you to stack additional modifiers on top of the d4 (such as Bless, Guidance, or Bardic Inspiration), which has the power to mathematically trivialize combat. But when you limit players to only add one additional die to any given roll, it becomes a lot more reasonable.
Loved the intro, saw them live a few weeks ago!
Door dodging is an effective tactic. Protective Bond makes a door dodger invincible. They've got basically the entire parties hp pool to draw from. It's not hard to come up with similar strategies to maximize this.
And teleportation is always good. Tons of ways to exploit this as well.
I played in two high-leveled one-shots with a halfling peace cleric(1lvl), divination wizard(2lvl) and the rest in divine soul sorcerer, one at 11th lvl and the other at 20th.
I played a support and healing position, casting counterspell on critical moments against Orcus in the lvl20 one and it was amazing, empowering being in such a position.
What were your stats? You need at least a 13 in all the mentals for that. Seems MAD as hell
@@crownlexicon5225 Point buy, put 13 in wis and int, dumped str and con, though I got an amulet of health to get con to 19, maxxed out cha and put what's left in dex.
@@icaimas719 ah. There it is. Amulet of health. I figured you had something like that
@@icaimas719 I almost had a heart attack in “dump con”
@@alessandropereira4976 so did his character
I already liked your channel. Add in my favorite band of all time reference and you got bumped up to love your channel. Megadeth kicks ass just like you
Also a fun thing about the sixth level feature, it is an teleport of another creature, even for classes that normally don't get teleports. In addition they still do not require line of sight, just being within the wall-penetrating area. You can stage a breakout for your rogue (again) by using your aura and slapping your barbarian. It can function as a reaction-based blind misty step fueled by slapstick!
I was already addicted to this channel before, but after this Megadeth reference it's my favourite
That intro was such great kobold energy
The good thing about protective bond is it allows your tanks to actually tank. How many agro abilities are in 5e? 3 or 4 maybe? If your Barbarian who probably doesn't have a reaction besides AoO can freely fight on the front line and still take a hit for the squishies in the back when someone sneaks by? I think that's very useful. And once again, encourages team play and coordination. This is less like a peace cleric and more like a...community cleric? Family cleric? Basically support and helps optimize everyone into the role they should be playing.
I agree, one of the few things that fix the issue of tanking.
It was originally the unity cleric
Yes, opening up the possibility of Tanking with Teeth; If the second creature is a Battlemaster with Riposte, or a Hexblade with Armor of Agathys, you've accomplished damage mitigation & reaction damage to your enemy. Sounds pretty "optimized" to me, w/e that means.
Kobold singing is amazing!
Ok here's the thing though, if you have a brutal DM then the 6th level feature is still pretty good considering not all encounters are just "bandits appear from THAT DIRECTION SPECIFICALLY". Sometimes your party is surrounded or attacked on both sides, in which case protective bond can allow your melee characters to immediately get to the sorcerer, take damage for them, and delete the bandits from the encounter before they damage the caster. They probably don't have shield spell so it's not like this reaction wasn't worth it.
Sometimes, protective bond lets you get melee characters to where they need to be ASAP which is very important in such cases like ambushes
Also this is pretty funny for doorway dodging since the person actually doing the doorway dodging doesn't even take damage.
Hey Kobold, do you think you could add the Bard's Magical Secrets feature to the list of things to make a video about? Choosing which spells to pick is a super hard decision, and there's a lot of bad advice out there about it (RPGBOT actually suggests picking eldritch blast as a lvl 6 lore bard lol)
Please don't grab Elditch blast btw lol. Anyways, On top of my head. Conjure animals and pass without trace is like what I would pick right away. but it depends. If somone already has pass without trace then I'd pick web or Phantom steed.
Tabletop Build, which was featured in this video, made a guide about it. Should be found in a quick google.
Narrowing it down is about filling in the stuff your party currently doesn't have. I was playing in a Low-OP game as a Lore Bard, and decided to pick Spirit Guardians to cut through swarms of enemies much faster without being too intrusive about it.
I would suggest getting first level spells like Shield through a dip into Sorcerer or Hexblade. Given that Bard's starting saving throws leave a lot to be desired, starting a level or two in a different spellcasting class for either Constitution or Wisdom saves is great for Bard anyways so you can pick the other with Resilient.
But yeah, there's a surprisingly ton of bad advice online. lol. Remember seeing Swift Quiver touted as 'good' option.
@@PackTactics why not find greater or just find steed?
@@christomanci it's a ritual, bards have ritual casting
@@CJWproductions from a class that doesn't have spell books (paladin) so good luck finding something to teach you the spell for ritual casting. Alternatively take the spell or destructive wave and dab on those paladins.
Never expected a megadeth and D&D crossover! Awesome vid!
Protective bond's movement and repositioning power is it's main draw. But I understand that it is 5e and those barely matter for it.
Also to make it clear since the examples didn't quite do so. It's any creature 30 foot near each other not the caster in particular, you don't have to do anything silly like position yourself in the center.
You can even split into teams of two and go down two different paths, etc.
7:18 It doesn't have to be you (the cleric) who teleports in and takes the damage. The party tank could be the one doing it. Some builds want to be in melee. This feature was once used to teleport our party paladin out of the Tarrasque's stomach.
That's a good Niche.
Really like this. a little dip into peace cleric is also super flavourful and can do a lot to express character development mechanically. thanks for raising awareness for this.
"and now, because this character embraces peaceful conflict resolution, they get the ability to turn all of their allies into hyper-efficient murder machines" :P
Oh man the intro alone earned my sub! Still have my peace sells shirt!
Love this subclass. You get to be amazing with all your friends!
3:27 new Kobold! Fembold poggers.
I definitely didn’t expect a tiny little kobold to be metal asf but that intro was dope b
Instant like for the Megadeth reference at the start!
I'd subscribe as well if I hadn't already! Mad kudos.
Turn is also just a unit of time in DnD 5e
6 seconds to be precise.
And I am fairly certain that there is official confirmation that this also applies out of combat. So turns are a valid way to measure time rules wise.
In other words:
Once per tun means you can use it every 6 seconds when out of combat.
Edit:
Source: Twitter post of Jeremy Crawford regarding the Survivor feat.
Sadly tube robots hate links.
Awsome video as always kobold!
If I am reading the rules correctly, Protective Bond can negate AOE damage effects because if they are hit, the fighter can teleport to take the damage of the wizard, and the barb can teleport to take the damage the fighter was taking for the wizard and so forth. Basically if everyone uses their reaction only one person takes damage, yes this does make it to where that last creature will be taking potentially more damage because they can’t reduce the damage with their reaction but it’s still pretty effective
If 2 people are in a aoe and 1 teleports to the other he potentially takes dmg from the attack itself and the dmg from the teammate it doesnt make much sense but its raw
Here’s a thought though about Protective Bond.
What if instead of using it to take damage away from a party member, it’s used as a mobility option? Say the bond is up and the green Kobold is surrounded like in the video example. They could attack Gator, another bonded creator, with a ranged attack, then use the reaction feature of the bond to then teleport to him and take their own damage.
It may be doing damage to yourself, but now you’re not in melee (ESPECIALLY against those giants)! And as a martial in this example, you still potentially have a second attack you can use again the giants.
First off, love the intro. Great reference to the band Megadeath.
Secondly, after watching this, I have came up with a couples possibly good builds, both of which would make great use of the Protective Bond Feature.
1. A Peace Cleric multi-classed with a Shephard Druid. Applying your Emboldening Bond on as many allies as you can (primarily squishy ones), save for one, then using your Conjure Animals and Fey spells to summon a tanky creature and giving it your last Bond. Now, when a Bounded ally is about to take damage, use your creature reaction to poof over and take it instead. Also as a Shephard Druid, you have features to make your summoned creatures more tanky and easier to heal. Such as Mighty Summoner granting them +2 HP per HD the creature has, and Guardian Spirit heals them each time they end their turn within your Totems Aura. Lastly, speaking of Totems, the Unicorn would be your go to one as with it, anyone within its aura are healed when ever you cast a spells to heal someone regardless of the spell target is inside or outside the aura. Thus your not only the party healer, but one who can have some effective off-tanks.
2. I would call this one the "Questionable Peace Cleric" as it makes use of a spell that I don't think you'd really see many Good, let alone Peaceful Clerics using. That spell being... Animate Dead, and farther more, a Cleric that has a particular habit of animating... Zombies. Now, much like the druid, one or more of your Zombies may be granted a Bond and be made into well... literal "meat shields" for your "Living" allies. Also, you may be wonder, "Why Zombies?" Well, answer to that is simply the feature Zombies have, Undead Fortitude. Meaning just about any killing blow to them short of Radiant, Critical, or well, more than 18 damage after dropping to 0 (so perhaps not so good late game), they have a decent chance of surviving with just 1hp. Though even if one falls, you likely have other "meat shields" bonded that could "pop up" to defend your allies.
Not to mention that Emboldening Bond DOESN'T EVEN REQUIRE YOUR CONCENTRATION. What the heck were they thinking!?
I like the idea of having both a peace cleric and a redemption paladin in the same group. They both have similar features and have great domain/oath spells. Definitely two of my favorite subclasses.
That intro was everything
LOVE THE INTRO -- maybe just sold me on this multi-class dip for my Lore Bard!
I appreciate the "Peace Sells (But whos buying?)" Reference From Megadeth in the Intro. WP Kobolt! Inspiration for you!
Thank you for another awesome video!
I've been playing a Kobold Peace Cleric Fighter since before I discovered this channel. This video speaks to me.
That intro was gold! I now hope to EEEEEAAAARRRRNNNN a video about Twilight Domain and whether or not it is as broken as people say. A video on why Hexblade dips aren't as bad as some DMs make it out to be would be great too!
Peace cleric, otherwise known as that one hippie who shared their stash with the rest of the party
One other item that is glanced over with balm of peace. This allows you to get out of jams where you can just walk away from danger regardless of how many enemies are around you, and none of them get to attack you with an opportunity attack.
Stinking cloud behind you and rogues in front of you, channel divinity and walk way, with no damage taken walking past rogues and walk over to another party member to give some help if you can plan it that way.
Wow that opening quoting Peace Sells by Megadeth....that was powerful.
As a Monk love love love emboldening bond. And our Peace Cleric is so good at reminding us. Awesome! No, better; optimal!
6th lvl becomes more effective with every martial in your group since they dont use their reactions much and are generally tanky enough to take a hit it also helps a lot with repositioning and pretty much makes it impossible for someone to die without a tpk and its absolutely busted if your team has a artillerist artificer or twilight cleric,
martials are hardly tanky but okay
props for the thumbnail and intro, nice reference ;D
You could re-flavor it as Hearth domain. Healing, supporting your teammates, and allowing your teammates to better protect their friends are perfect for a worshiper of a Hearth Goddess like Hestia.
ooh that's a great idea, could work really well with some dwarven & halfling deities too!
I want to try multiclassing this with Paladin. Bless+Bond+Aura of protection is Cha+2d4 to saving throws. A bit MAD but there should be ways to make it work if you keep wisdom at 13 and only use spells that don't benefit from higher wisdom like the aforementioned bless. Also, even with +1 wisdom, healing word is still good for picking someone up with a bonus action.
I had always thought Twilight Cleric was the OP subclass but it does look like Peace is a second contender.
They both are
I honestly think Peace is stronger, but they're both clearly overpowered.
peace is stronger due to dipping potential but twilight is stronger if you want to play cleric
The reason Peace Cleric is so hated is that Emboldening Bond makes the game crawl to a halt as everyone says 'don't forget to add your d4' after every dice roll.
Not to mention, he completely overlooked how Protective Bond at level 6 makes it hard-to-impossible for enemies to concentrate fire. Who cares that you sent yourself into melee, *everyone else* can decide to hop in and take the next hits for you. It removes individual health bars and gives everyone a shared single health pool. And also everyone gains incredible mobility.
The DM has to throw big damaging AOEs to hurt the party effectively, which isn't fun.
It also turns rolls downright trivial by stacking with Bless.
Oh hey, if you get someone else who is Twilight Cleric, the enemies have to chew through tons of Temp HP before they can possibly even hurt someone who is under your Bond.
Peace and Twilight Clerics are bonkers. I don't agree with Kobold's take here.
@@jcdenton2187 yeah, pack tactics seems to have assumed that only the cleric can hop in. In which case it really wouldn't be that good. But allowing the raged barbarian to spend a reaction to prevent the wizard from getting shanked? that is good.
A lot of people had (and even still have) a bit of hatred towards Hexblade not because it gives medium armor, but it because it makes builds extremely SAD. Now for a Paladin, you only need to focus on Charisma and Dex, leaving Dex at 14 for Medium Armor (or even ignoring it for Heavy Armor) and 13 for multiclass purposes. On the other hand, now a Sorcerer or a Bard have ways to increase their defenses by just investing 1 level.
Peace Cleric on the other hand doesn't have the same issue, in fact, it makes certain builds a bit MAD. Unless you are a Druid, a Monk or a Ranger, you don't need the 13 in Wisdom for your main class, requiring you to leave it at that if you aim to multiclass. It does give more benefits than Hexblade, like a great spell list even at 1st level compared to... Warlocks' and even some extra skills on the side. But people don't hate it as much as a multiclass since it requires a bit of work to do instead of just investing on something you are already investing. It's 100% workable around, you can dump Strength or Charisma if you really want to use it, and those are stats that aren't useful on your run-on-the-mill Wizard.
Which doesn't mean Peace Cleric isn't just insane. Being able to give out free Blesses that stack with Bless is extremely potent for anyone in the team, and the Better Dash from the Channel Divinity is just icying on the cake. There are other options for Cleric that you can consider if you want to multiclass, like War for an attack-based martial or Grave for the 6th level ability to negate crits and the Channel Divinity, but if you just want something that's good on most occasions, Peace is your best bet.
Paladin Multiclasses still need their 13 Strength though, so even if you want to use the Hexblade and want to focus mostly on Cha and Con, you end up a bit MAD.
If the Paladin gets disarmed for any reason, they will no longer benefit from Hex Warrior, unless they can quickly get their weapon back(Pact of the Blade requires level 3 Warlock, so it is no longer a dip). And they cant wield 2-handed weapons either(again, unless they get Pact of the Blade).
@@fendelphi ...13 for Multiclass purposes.
@@Specter053 Ah, so that was a reference to Strength.
When i was a peace cleric me and my party used the protective bond to teleport to each other, the wizzard is in danger? just smash your head in the wall to a good 1 or 2 points if damage, the fact that this feature can be used for any instace of damage makes it a great mist step for all the party, and don't forget that the feature has no limit and says when a creature is about to take damage, so if all the party is in range they can just teleport one by one taking the damage the other would recieve, is situational but an incredible ability.
Protective bond seems like you have your tankier teammate use it. Use emboldening bond on entire party and then frontliners move forward. Now they have additional options to use to protect each other while you and your squishy teammates stay away.
The start of the video was the greatest thing I've ever seen
0:23 Ferengis: "As a matter of fact, yes."
In the words of a ferengi that worked for starfleet, and a vulcan he was talking to:
F: "what is it you want?"
V: "peace between these two peoples"
F: "And what are you willing to pay for it?"
V: "Absolutely anything"
F: _excessively frustrated noises_ "Gah! I always hate it when people forget the earlier of the ferengi rules of acquisition, for example, rule of acquisition number three: 'never pay more for an acquisition than you have to', okay, so, right now, you could, for instance, go to war with ectra weapons, you could perhaps even win, at the cost of hundreds of lives on both sides, OR, you could negotiate peace, try to come to an understanding, and maybe get that peace you so desperately crave, at the cost of just a few hours of time!"
TL:DR; A ferengi once solved war with capitalism, and the cost of peace fluctuates based on how stupid you are.
"Peace in our time" pack tactics 2022
I think the point of protective bond is that if an enemy gets to one of your ranged party members when they think they avoided the front liners suddenly they're there. I can see this coming up with creatures that can teleport. Instead of the fighter finding themselves out of position and possibly having to use the dash action on their turn they'd be right there and not waste their action
Peace cleric lvl 1, Divine Soul sorcerer 1, Artficer 7 Autognome is one of my favourite builds.
Combine this with the Lucky feat and clockwork armor + luck stone, and you'll definitely won't fail the most important roles.
To calculate: if you really really want to max one particular skill, the calculation would be d20 + proficiency +(expertise) (+luck blade +1)+ d4 guidance + d4 emboldening thingy +d4 autognome racial trait +2d4 divine soul + Int modifier artificer. And of course rerolls because of Luck.
I ran a mid level one shot for a buddy’s bachelor party. There was Both a peace domain cleric and a paladin with aura. Cleric basically always had emboldening bond up and on round one would cast bless. And had guidance in his back pocket. During the entire adventure, I think only one character failed one saving throw. And that was only because he had disadvantage.
It doesn't say the cleric has to be the one to teleport. It says "a second bonded creature" so a different party member that wants to be in melee but isn't could use teleport instead.
I'm aware. I read the text in the video. Also that doesn't change my opinion.
I'm actually playing a Peace Cleric in one of the games I'm in, and in a recent fight (arena fight, one big bad vs our group of 6) I was nominated MVP afterwards! Protective Bond was fantastic! Our barbarian would teleport and take hits that weren't already directed at him, take half damage while raging, while I stood back concentrating on Beacon of Hope so any healing (between myself, our paladin, and potions) aimed at him was always max.
What about protective bond and barbs/moon druids?
It even makes AC builds viable because you can force your DM to waste attacks on them.
Also, now eight wolves you summoned become 160(240 with summon druid) damage that party didn't take.(even more on the later levels since your wolf would suck up more damage than they have hp)
I don't even consider this high optimisation. I think that a group of random characters can just randomly have an op combo with this with a very good chance.
Another thing about it is how easy it is to execute and requires no setup or dips, so you get more feats.
You can only bond prof number of creatures, so you expend an use, can't have more than 1 bond at the same time, all for some wolfs to tank a few hp, not bad but not really great
After having to deal with 8 240 hp wolfs each time it only takes that little before DM snaps and just murders all of you
On the sixth level feature, I always considered it the best way for the tank to save a mid-liner from melee. You considered it as a way to spread damage off the the tank, but it also means that an enemy spell-blade who misty steps past the tank still hits the tank instead of a bard.
While it still isn’t as good as most people think, I think it is still worthwhile to have in mind.
Lol in a new campaign my character’s best friend is a peace cleric. My character is a monk. Pretty hilarious. We went a funny route visually where he is a Leonin and I’m a Satyr. We quite enjoy this dynamic!
Oh! And you can negate the issue of protective bond by having the person you are shielding have a reaction and, my best advice is the feat Gift of the Metallic dragon and use those wings. You split the attack but have it wasted with the wings. Best on another tanky cleric though.
I'm currently playing a bit of a Frankenstein character which involves Peace cleric.
Divine Soul Sorcerer 1 / Peace Domain Cleric 1 / College of Lore Bard X.
When you combine Emboldening Bond, Bless, and Bardic Inspiration, or when you combine Bane/Slow, Vicious Mockery/Mind Sliver, and Cutting Words, you can get some massive bonuses (+2d4+Bardic Inspiration) or penalties (disadvantage-Bardic Inspiration, -1d4 or prevent additional attacks)
Should mention the College of Eloquence also works here, as a build that targets enemy saves above enemy attacks with their alternative class feature to Cutting Words
Bane and slow are concentration spells you alone can not combine them.
@@blackpeoplestorytime802 well, I meant Bane/Slow to be a this-or-that, not a this-and-that. But yes you're correct that you can't use both spells at the same time
In regards to warding bond, something to consider is not just yourself but other bonded creatures. So yeah, while throwing yourself into the fray as one of the less bulky clerics isnt going to be that great of a play, consider something like the barbarian teleporting to you or another squishier unit like sorcerer to take the blow so they dont drop concentration on a spell.
I feel like that point was GREATLY overlooked.
Fun thing I once did with Protective Bond. Hit your own ally (be it as an action, bonus action, opportunity attack etc) and have a displaced teammate teleport to the ally you hit. The benefits of having a Graviturgy Wizard obsessed with teleportation
Might be the first one to comment on that, but I LOVE that Megadeth reference in the thumbnail. Hats off, Bagpipes.
It says right in the description of Emboldening Bond that it can be used to “add the number rolled to an attack roll, an ability check, or a saving throw”. Period. That’s it. It doesn’t mention initiative. It specifically calls out “attack rolls, ability check, or a saving throw”.
The once per turn means you can use it once per turn on either an attack roll, ability check, or saving throw *only*.
The “once per turn” modifies how often it can be used in a turn on one of those three things. It does *not* mean you can use it once per turn on whatever you want.
Initiative is an ability check.
@@PackTactics well son of a… you’re right and I’m wrong. 👍🏼
The 6th level ability is broken if you use it for other purposes. Technically you can hit yourself for 1 damage to teleport a teammate 30 feet to you, basically sacrificing 1 hit point to teleport someone to you. Meaning if someone began falling into a deep hole, you can easily save them from all of that damage. Or if someone is not in a good place of melee, you can move them around as need be.
As well as, since you can use the bond without seeing, you could technically plan an ambush with a potentially reliable way to escape
What do you think of a fighter that takes a level in this for bond + bless to help with power attack?
Good!
I know a lot of your audience probably didn't get the opening reference.. but I did. Well done.
the situation explained for the 6th lvl ability implies that you marked yourself with it, which is fine, but you have to keep that in mind. Something that was also not explained is that someone else who is bonded can also do this ability- If you have two front-liners who are both marked, the one with more current HP can take that hit for the one with less current HP. yes, this can break the front-line and allow mobs through, but inside dungeons or other smaller areas, I don't truly think that's too much of an issue, especially if the that person can take their turn before the mobs they left anyway. does this make it better? i'll let you decide, but it was not mentioned in the slightest so i wanted to point it out.
not to mention how if an enemy manages to slip into the backline and attack the squishy casters, one of the frontliners can quickly become a bodyguard for the caster and protect them by taking the hit and being ready to counterattack,
I love protective bond it just makes tank builds viable and mobile, and if self harm is allowed in your table you can; use it as a teleport for getting to places atleast one ally can reach without needing line of sight and teleporting an ally out of a sticky situation if you attack yourself
Protective bons plus bless makes for an amazing 2d4 to saving throws and attacks rolls. That is plus 5 on average which is amazing especially for anyone using GWM or sharp shooter.
New around here and late. Currently playing a Peace Cleric whose build focuses around damage nullification and resistance. Pretty words to say I cast Warding Bond/Heroism every combat and when all of my party takes damage and some are knocked I use balm of peace. However, I know this campaign isn't optimized AND I'm using a homebrew spell: Blood Golem - Blood Magic as well.
It gives me resistance to ALL damage while the Golem has temp hp, casting the Warding Bond on the Golem and Heroism on both of us with an Emboldening Bond/Magic Resist. Means that if me or my Golem are dealt 100 dmg it is reduced to approximately 60 -70. We do both take the dmg but 1 doesn't die. Luckily, it's the Peace Cleric who I forgot to mention is a Tortle Tank.
I checked for rules and no where does it say from what I saw that damage can't be reduced to 0, just that resistances don't stack but because of the Blood Golem spell "the golem takes HALF the dmg you take" meaning that before being reduced it is halved. However, that is only when I'm attacked but my DM refuses to attack the cleric (even before my build came online Lvl 6 now) and I heard from friends that rounded numbers favor the players. I did some more light research and it held true especially since this regards damage.
The weakness of this build in my eyes is the Golem gets attacked first. Low AC, general stats, and not much utility but of course Golem's can hold items. Even so, Magic Resistance and a good chunk of health is really all I need from him. Though its a moot point imo Silvery Barbs x Bonds.
Just wondering if some gamers can let me know if I am doing this wrong. It is Homebrew, non-optimized, and easy high value resources being obtained from my campaign. Shield +3/Amulet of Health/(don't ask why I have) Gauntlets of Ogre strength and I forgot I just got a guardian emblem. The Golem Swaps between Healers Gloves (2d4 +2) and a "Lesser Silver Sword" which is just a Greatsword +3.
Peace dip with a divine soul sorcerer is one I"m considering. Or maybe a star druid?. This would also give cantrips to my paladin...The teleportation bond isn't bad, though. Bond a barbarian with a wizzard, have the wizzard be a bait, and the resistant barbarian teleports in. Mele IS dangerous, but not so much for a barbarian. you don't have to use YOUR reaction., but the barbarian/fighter/paladin could jump into mele to protect the squishy casters/ranged fighters. You can strategize around this and make it good.
I personally enjoy a Peace Cleric 1/Gunsei X (taking a firearm as my ranged weapon. Firearms are martial weapons by the rules). Activate Emboldening Bond and cast Bless on self to stack them, then Sharpshooter all day
I think you like peace cleric because of how good it is, I hate it because of how good it is because when certain things are just obviously better than others it makes me want to play them even if I like how another works. For example, tasha's custom lineage, there's a lot of really cool racial abilities out there, but with a half feat you can get a +3 to an ability score so an 18 at level 1 which is just mechanically better in almost every situation (I also don't like twilight cleric either because it is also stupidly good), and for the teamwork angle tasha's has a cleric subclass that I think does it better, although I think it was a reprint, with the order domain, which when you cast a spell on an ally they can make an attack as a reaction (only one ally). I just really don't like the direction twilight and peace clerics are going because I think they are just statistically good, but less interesting than other characters, and especially considering power creep, it threatens to make good and fun subclasses fall behind the curb, which I really don't like
The 1 level dip i found is excellent on a clockwork sorcerer. Armor proficiencies, access to some really good and often used spells as well as some extra healing. Something which i see a clockwork sould doing. Emboldening bond and restore balance seem like really good sister features to me. However most levels would go to clockwork soul sorcerer on this build. Maybe the second level of peace cleric at 19th level. And that's astrong maybe lol
That intro made me subscribe instantly 🤣
Power of Friendship Cleric.
anyone know if that intro was a reference to something, it sounded pretty sick
You gain inspiration for using Megadeth lyrics.
Please talk about Fathomless warlocks and twolight clerics Esspecially combining them.
They do work together?
But kobald, this makes the barbarian no longer useless
Barbs aren't useless. They have sentinel and reckless attack
@@androgenius_alisa sentinel is a feat
Right now I'm building a sort of peace cleric/shield fighter that focuses most of the effort into absorbing damage from the rest of the party. He uses defender fighting style with all the defensive cleric spells you can think of. Im having a really fun time with him, and the table enjoys the mitigations.
I'm playing a peace cleric at 18th level and when we're fighting epic creatures that are dealing hundreds of damage as a legendary action, keeping the wizard alive is a very good use of reactions to keep counterspell around. Also at this level the damage is cut in half so it's a great way of mitigating catastrophic damage and preventing those who failed the save from going down
Hey pack tactics if you could I would like your opinion on the order domain cleric
I dont like it. There is one interesting interaction but I don't think its that good.
@@PackTactics what's the interaction? Because idk if it's the one im thinking
but protective bond can allow the barbarian to take hits for others
specially well if the bonded ones are frontliners, if you got some bonded backliners then someone csn teleport back to u if say, a rogue sneaked into ur back line
You EARNED my subscription long ago.
I love the peace cleric, I really love mobile type characters and personally think movement is a very underrated mechanic. While yes I realize that hold person is a thing, peace cleric really gets you away from having to worry about that too much considering you can add 2d4 to that wisdom save and I love the idea of a tabaxi peace cleric swooping in with possibly like 13 hp to anyone you want basically if your movement is decent because you can feline agility during that to heal basically anyone you want, not OP at all just a cute little mechanic
But kobold, I took 6 levels in paladin, and based on the wording of most spells you show up to take the damage and then the person gets to make a saving throw. With this ruling at our table I'm able to snap to someone taking a spell attack with a save involved and then give them 2d4+5 to their saving throw. It's massive and it often let's me get into melee faster because I can use my reaction to teleport to melee as a slow paladin without other teleports. I am currently ruining my GMs ability to shut down important members of the team and it's amazing I love it.
I’m actually playing a peace cleric in curse of Strahd right now. During an early combat I stacked bless and the bond and it was ridiculously powerful and kind of clunky. So I simply chose to not do that anymore, and it’s still ridiculously good