Weiley31
Legend
Cleric/Monk multiclass.lack of a robed Cloistered Cleric option.
runs away before *EVERYBODY on ENworld chases me and screams for me to get tarred and feathered.*
Cleric/Monk multiclass.lack of a robed Cloistered Cleric option.
whole healing is unrealiable in D&D.I think my bigger complaint is that, frankly, even the "best healer in the game" isn't worth it.
Let us say you are 5th level, and your fighter gets hit by a charging minotaur. They take 21 damage.
level 1 cure wounds heals 1d8+7 or 11.5
level 2 Cure Wounds heals 2d8+8 or 17
Level 3 Cure Wounds heals 3d8+9 or 22.5
A single attack from a CR 3 enemy takes your single highest spell slot to reliably heal. And, as the best healer in the game, that's only 3/4/5 pts higher than literally any other healer in the game.
Well, what if you used Aura of Vitality instead? Well, your first bonus action would be 2d6+5, but then 2d6 every other turn.
And that is it. That's the entire subclass. 3 to 5 extra hp, fighting the losing battle that is 5e combat healing. First for your target, then for yourself. You never get anything else, except for the new preserve life, which seems to be far worse than the old preserve life which had some amazing uses.
Healing word is, pretty much, essential to the game. To remove it cure wounds would have to be boosted to cope with incoming damage.Healing word should be removed from the game; it totally warps combat in 5e. It’s the most consequential spell in the current version of the game. Sadly, that won’t happen but the last thing it needs is any kind of buff.
we just need negative HPs back and healing word is good.Healing word should be removed from the game; it totally warps combat in 5e. It’s the most consequential spell in the current version of the game. Sadly, that won’t happen but the last thing it needs is any kind of buff.
we just need negative HPs back and healing word is good.
If someone drops you to -17, you still need 18HP worth of healing to get the person up.
If they are still alive at -17 that is. subject to balancing.
Personally I would be inclined to allow both. Let the cleric ask for the sun and the moon but mostly get the moon.I am a little torn on the new Divine Intervention. Literally 2 sessions ago the 10th level party's cleric made a last ditch effort to save a village of 500 people from an attack on all sides. The party knew they could take on the force but didn't think they could save the vilalge, but the cleric hit the number and teleported the whole village away to safety.
Its a story I know will be shared with my group for years to come. So I am loathe to remove that kind of epic once in a blue moon power.
On the other hand, that old version really did require a lot of DM fiat, the new version is clean, easy to use, but still solidly powerful. I could also argue the 20th level version is a bit broken, we have already noted concerns about the sorceror getting the ability to bypass the safeguards of wish, and this does the very same thing.
TLDR; there is no simple solution to this issue. The game is not built to satisfy adjusting healing without making large adjustments elsewhere. There is a knock on effect when you make resources more or less common that has to be accounted for. I'm not happy with the current model, but I feel that fixing it to suit me would require redesigning a large chunk of the game. I imagine I'm not alone here.