FrogReaver
The most respectful and polite poster ever
2 Clerics also have twice as many spell slots, so not really seeing the issue...My personal subjective sense of when it becomes degenerate is long before party size + 1.But even if it does less total damage, I personally feel moving the Cleric around off-turn is more degenerate than multiple Clerics, just due to the fact that multiple Clerics are actually paying for their damage with multiple spell slots.
There is a cost. Moving the cleric to make the tactic really effective requires grappling the cleric. Grappling the cleric and moving any substantial distance requires paying a steep price . Requirements like high str, high movespeed, the grappler fear, taking the attack action, using one of your attacks to target the cleric, having to either take OA's, use a whip, or end your turn near an enemy to use your remaining attacks, not using a 2 handed weapon, bow or shield. Also, to allow the cleric to move on his turn or another ally to grapple move him you must end the grapple, thus always costing you at least 1 attack in addition to everything else.
Also, if you move the cleric, your next ally probably has to spend most of his movement to get to the clerics new position.
It's a terribly inefficient tactic. You may can argue it's better than what the other character might otherwise could have done, but it seems straightforward that it's not better than what just having a 2nd cleric could have done.
Pushing enemies into spirit guardians is an option, but depends too heavily on their position, your position and the clerics position to be reliable. There's still a cost but much lower, a single weapon mastery for push or a subclass ability that lets you do so. But this use case will never be too strong and mostly just adds some tactical depth to the game.
Well, I think you ultimately proved my point. Multiple clerics wins in the mount/vehicle department as well.Note, though, that depending on the method, moving the Cleric might not be less damage than multiple Clerics. One needs to include the value of the rest of the party's own attacks, since with sequentially-controlled-mount (or vehicle) shenanigans moving the Cleric around doesn't require the other party member's actions.
Of course one can go even father by combining actionless off-turn Cleric movement with your multiple-Cleric concept, where each Cleric on their turn hits the enemies with two copies of Spirit Guardians (from themselves and whomever is passenger or riding shotgun), plus an action spell of their own.
Edit: or with a big wagon maybe n Clerics can hit the enemies with n copies of Spirit Guardians on each of their n turns, plus their own actions, simply by rotating drivers using movement to get to the driver position and item interaction to take the reins? That would be n^2 Spirit Guardians activations per round per enemy. If each cleric readies actions to move on and off the wagon and the enemies' geometry is absolutely perfect, one should be able to get up to n^2+n activations per round per enemy.
Or maybe the real point is that multiple cleric parties are now OP? Dunno.