D&D General Does Cleric/Druid get 2x wis bonus to Arcana checks?

Does this bonus stack?

  • Yes

    Votes: 12 44.4%
  • No

    Votes: 15 55.6%
  • I'm Special!

    Votes: 0 0.0%

I'd thought I'd read something that said you could add an ability modifier only once, but since I can't say for certain I'm remembering that correctly, I'm going with yes.
There's a rule about stacking proficiency bonus, but if you couldn't stack ability modifiers twice, then a Paladin's Aura of Protection wouldn't help with the Paladin's own Charisma saves.

Edit: of course the only source I have on that is Crawford. Believe it or don't, lol. Explained here.
 

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Actually, when it comes to stacking, the rules only prevent identical spells from stacking. By default, you could benefit from standing in two Protection Auras simultaneously...if you believe Jeremy Crawford knows what he's talking about, that is. Explained here.
 

Druid/Clerics already a good MC.
Both generally upcast their best spells new ones dont matter as much.
Yea, I was just about to start a thread on the strength of Druid 1/Cleric 1. Medium Armor/Shields, tons of spells known. Tons of cantrips known. Entangle is one of the best low level concentration spells. Command is one of the best low level non-concentration spells. Plenty of room for healing spells as well, jump for mobility, detect magic, etc. Throw on magic inititiate to get some low level wizard spells and your an absolute monster. Add in the high nature, religion and arcana checks and the character is going to feel great all around.
 

Yea, I was just about to start a thread on the strength of Druid 1/Cleric 1. Medium Armor/Shields, tons of spells known. Tons of cantrips known. Entangle is one of the best low level concentration spells. Command is one of the best low level non-concentration spells. Plenty of room for healing spells as well, jump for mobility, detect magic, etc. Throw on magic inititiate to get some low level wizard spells and your an absolute monster. Add in the high nature, religion and arcana checks and the character is going to feel great all around.

Yup. Hell even a splash level is great.

I've been saying medium armies the bomb since around 2015 as well.

Outside of a few S tier spells you dont really need anything over level 3.
 

Yeah it's two distinct features that add a bonus.

So cleric 1/druid 1/wizard 2 with an Int and Wis of 16 could have a +11 Arcana check at level 4.

It's not good but it's definitely a concept.

(Or, just to annoy the single-class wizard you can get that +11 as a cleric 1/druid 1/rogue 1. (this also requires a 13 dex.)
Add in rogue 7 to never roll below 23.
Not sure why you need that, but there you go.
 

There's a rule about stacking proficiency bonus, but if you couldn't stack ability modifiers twice, then a Paladin's Aura of Protection wouldn't help with the Paladin's own Charisma saves.

Edit: of course the only source I have on that is Crawford. Believe it or don't, lol. Explained here.
Yeah, I must be thinking of the proficiency bonus bit you've mentioned, been a while since I read it so it's just a vague memory floating about in my head, one of those "That sounds wrong, but I can't quite recall why".
 


Actually, when it comes to stacking, the rules only prevent identical spells from stacking. By default, you could benefit from standing in two Protection Auras simultaneously...if you believe Jeremy Crawford knows what he's talking about, that is. Explained here.
It gets a bit odd, like two Spirit Guardians overlapping not stacking damage, but two simultaneous instant damage spells working fine because they are actions and not effects.
 
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It gets a bit odd, like two Spirit Guardians overlapping not stacking damage, but two simultaneous instant damage spells working fine because they are actions and not effects.
Or like the Sorcerer in one of my games complains, he can Quicken two Rays of Frost and deal cold damage with both in the same turn, but only reduce the enemy speed by 10'; meanwhile, the Warlock can push an enemy away every time they hit with their Eldritch Blast.
 

It gets a bit odd, like two Spirit Guardians overlapping not stacking damage, but two simultaneous instant damage spells working fine because they are actions and not effects.
That's an interesting one to me with 2024 rules. In 2014 where the damage was dealt at the start of their turn it was easy.

But now. What if there 2 spirit guardians. 1 level 3 slot and 1 level 4 slot. Let's say there's no overlap and space between their areas. Shouldn't an enemy moving into both spirit guardians take damage from both?

Then what if they are partially overlapping? How does that work? Especially if you move into the level 3 one first, then the overlapping portion, then the level 4 only portion, then out. What happens there?

And then since the clerics moving causes spirit guardians to do damage, how does that work if say an enemy is in the level 3 one but not in the level 4 and the level 4 moves over him?
 

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