Telekinetic is even more situational than you say. The the "perfect scenario" where the cleric goes to 15ft from the enemy and pulls them in with telkinetic there is (on average) a 50% change they make the save. If there is no reason for them to enter the spirit guardians on their turn (they can make a ranged attack or attack a another party member). Using telekinetic does on average the same damage as moving so they are in the aura (a 50% chance of 2 spirit guardians damage verses a guaranteed 1 sprit gaurdian damage).
I would not consider taking telekinetic on a cleric until I have some form of concentration protection and 20 wis.
Carl Meade
2024-04-13 12:21:24 +0000 UTC
Having fewer "must pick" options is good for the game. It promotes replay-ability and character diversity.
But having too many situationally good options makes building a character difficult for new players. What are some good-in-most-scenarios recommendations you (Treantmonk) give to new players when they're building characters?
These recommendations could be anything: spells, feats, classes, subclasses, ancestries, etc. For example, my DM trys to limit options to just the player's handbook when creating characters with new players.