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Wow, 5.5e characters are STRONG!
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<blockquote data-quote="Neonchameleon" data-source="post: 9211061" data-attributes="member: 87792"><p>Last seen in playtest 6. You only get your domain at level 3. Instead:</p><ul> <li data-xf-list-type="ul">Level 1: Divine Order. Either heavy armour plus martial weapons or an extra cantrip and a bonus to religion. Marginally stronger and a lot more flexible than the life cleric's heavy armour - but you don't have the extra spells known from the domain yet.</li> <li data-xf-list-type="ul">Level 2: Channel Divinity: Turn Undead and Divine Spark. You get extra uses of Channel (you get two to start with and can have two at a time, recovering 1/short rest) - and Divine Spark (which everyone gets) is a single target heal or damage for d8+wis</li> <li data-xf-list-type="ul">Level 3: Domain spells, Disciple of Life (the old healing boost), and Preserve Life which now lets you cast abjuration (including healing spells) with Channel Divinity.</li> </ul><p></p><p>Healing spells have been buffed for an extra die on both Cure Wounds and Healing Word. But I think the life cleric in specific has taken an overall nerf in terms of quantity of healing from level 3+ (at level 2 Divine Spark is almost as good when you start with an extra one per day) because their channel divinity no longer scales monstrously.</p><p></p><p>If you want numbers:</p><ul> <li data-xf-list-type="ul">Level 1: 9 extra healing (assuming two casts of the newly buffed Cure Wounds) or 5 extra (from two uses of Healing Word)</li> <li data-xf-list-type="ul">Level 2: Two short rests means four uses of Divine Spark - for 30 extra healing - and then some more from Cure/Healing Word</li> <li data-xf-list-type="ul">Level 3: 30 extra healing still from Divine Spark, five spell slots, 3 extra hp for each of the first level slots and 4 for the second for 20 extra potential hp - and then assuming all healing spells that's an extra 15-25hp.</li> </ul><p>The total package healing overall by a dedicated healer is probably higher at levels 1-3 in the new version, but Channel Divinity gives 15 extra hp per level going up in the old version and not in the new. If you don't count the buff to healing spells (or it gets reverted) the old life cleric is stronger, although the new is more flexible.</p><p></p><p>The main subclass change at higher levels is that Divine Strike is now in the base class and lets you choose between bonus weapon damage and bonus cantrip damage rather than being fixed by the subclass.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9211061, member: 87792"] Last seen in playtest 6. You only get your domain at level 3. Instead: [LIST] [*]Level 1: Divine Order. Either heavy armour plus martial weapons or an extra cantrip and a bonus to religion. Marginally stronger and a lot more flexible than the life cleric's heavy armour - but you don't have the extra spells known from the domain yet. [*]Level 2: Channel Divinity: Turn Undead and Divine Spark. You get extra uses of Channel (you get two to start with and can have two at a time, recovering 1/short rest) - and Divine Spark (which everyone gets) is a single target heal or damage for d8+wis [*]Level 3: Domain spells, Disciple of Life (the old healing boost), and Preserve Life which now lets you cast abjuration (including healing spells) with Channel Divinity. [/LIST] Healing spells have been buffed for an extra die on both Cure Wounds and Healing Word. But I think the life cleric in specific has taken an overall nerf in terms of quantity of healing from level 3+ (at level 2 Divine Spark is almost as good when you start with an extra one per day) because their channel divinity no longer scales monstrously. If you want numbers: [LIST] [*]Level 1: 9 extra healing (assuming two casts of the newly buffed Cure Wounds) or 5 extra (from two uses of Healing Word) [*]Level 2: Two short rests means four uses of Divine Spark - for 30 extra healing - and then some more from Cure/Healing Word [*]Level 3: 30 extra healing still from Divine Spark, five spell slots, 3 extra hp for each of the first level slots and 4 for the second for 20 extra potential hp - and then assuming all healing spells that's an extra 15-25hp. [/LIST] The total package healing overall by a dedicated healer is probably higher at levels 1-3 in the new version, but Channel Divinity gives 15 extra hp per level going up in the old version and not in the new. If you don't count the buff to healing spells (or it gets reverted) the old life cleric is stronger, although the new is more flexible. The main subclass change at higher levels is that Divine Strike is now in the base class and lets you choose between bonus weapon damage and bonus cantrip damage rather than being fixed by the subclass. [/QUOTE]
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