D&D (2024) 5.24e New Cleric

Mistwell

Crusty Old Meatwad (he/him)
The 5.24e New Cleric has a number of changes from the old. The biggest changes, in my opinion, are in some key spells. So let's talk about it!

CORE CLASS:
Spells prepared: was level+wis, now set amount based on chart. Very similar.
Cantrips: can now be changed on gaining level.
Lev 1 Divine Order: Replaces what sub-classes usually gave at lev 1. Choose either Heavy Armor + Martial Weapon proficiency, OR +1 cantrip and add Wis mod to either Religion or Arcana checks.
Lev 2 Channel Divinity: Was 1 use originally scaled to 3 uses and regain on short rest, now 2 uses scales to 4 but only regain 1 use on short rest. Also new use for Channel Divinity, a scaling d8+wis you can use to heal an ally or damage a foe. Finally, turn undead slightly tweaked - it now also incapacities them (so they move away but don't use action).
Lev 5: Was destroy undead, now Sear undead. Wis Mod in d8s damage to turned undead, doesn't end turn effect.
Lev 7: Blessed Strike (was sub-class feature): Either Divine Strike (similar to before) or Add wis mod to cantrip damage.
Lv 10: Divine Intervention: was small chance and regain use after 7 days, now can use every long rest to cast any 5th lev cleric spell as an action using no material components. THIS IS POTENTIALLY A PROBLEM. I think most people will use it for something like Resurrection (which used to take a while and have a costly component). BUT there is a potentially broken use for casting the Hallow spell (which used to take 24 hours to cast and have an expensive component).
Lev 14: Improved Blessed Strike: Choose either your Divine Strike is now 2d8, OR give 2xWis-Mod in temp hit points to you or an ally when you do damage with a cantrip. POTENTIAL PROBLEM - bag of rats issue.
Lev: 19 Epic Boon
Lev 20: Greater Divine Intervention: you can now use Wish as your Divine Intervention, but if you do the power doesn't reset for 2d4 long rests.

Spell Access:
Now Circle of Power and Power Word Fortify added to Cleric list

Important Spell Changes:
Cure Wounds/Healing Word/Mass Cure spells: Buffed. Starts at 2d8 (or 2d4 for healing word)+Wis Mod, and scales a lot! Every slot above first adds another 2d8/2d4.
Spiritual Weapon: Nerfed. Now requires concentration, but scales better (+1d8 per lev above 2).
Spirit Guardians: Buffed. POTENTIAL PROBLEM. Now damages creature when the field enters their space (didn't used to), once per turn. So you can run around hitting all the foes like a pinball machine. Then ready an action to run around some more. Then someone else (like a monk) can grapple you and run you around a third time.

Subclasses:
Life Cleric:
Lev 3 Disciple of Life: Mostly same, but only helps on the turn you cast the healing spell, so no longer able to do it with Goodberry or Aura of Vitality.
Lev 3 Domain Spells: Pretty much the same as before (Aid has replaced Spiritual Weapon)
Rest of abilities (blessed healer and supreme healing) basically same as before, but practically speaking Supreme Healing is more effective with changes to Cure Wounds and Mass Cure Wounds.

Light Cleric:
Lev 3: Domain Spells: Pretty similar, but now has See Invisibility and Arcane Eye (yes it still has Fireball)
Lev 3: Radiance of the Dawn: Basically same
Lev 3: Warding Flare: Now works on attacks against you OR an ally (used to be just you).
Lev 6: Improved Warding Flare: regain uses on short rest, and 2d6+wis Mod temp HP to recipient
Lev 17: Corona of Light: Now also works for Radiance of Dawn, and now has a set number of uses Wis Mod per day.

Trickery Cleric:
Lev 3: Blessing of the Trickster: Advantage on Stealth now lasts all day rather than an hour, and can now choose yourself instead of just an ally
Lev 3: Invoke Duplicity (illusionary copy of self): Now bonus action instead of action, no longer uses concentration, cast spells through the illusion's space, if both you and illusion are next to foe gives advantage to your attacks, and you can move the illusion 30' with bonus action
Lev 3: Domain Spells: Slight Nerf: Invisibility and Confusion replace Mirror Image and Polymorph. Otherwise same.
Lev 6: Trickster Transposition: Buff: Can now swap places with your illusion (teleport) when you use bonus action to create or move it.
Lev 17: Improved Duplicity: Distraction applies to allies now, and when illusion ends you or ally gain HPs = Cleric Lev.

War Domain:
Lev 3: Guided Strike: Buff, +10 attack to a miss now can apply to ally's attack, and doesn't use your reaction if it's your attack.
Lev 3: Domain Spells: Buffed. Adds Guiding Bolt, Magic Weapon (which itself is improved), Spirit Guardians (which is improved), Crusader's mantle, Fire Shield, and Steel Wind Strike.
Lev 3: War Priest: Buffed. Now bonus action, and regains after short rest.
Lev 6: War God's Blessing: Now can cast Shield of Faith or Spiritual Weapon with use of channel divinity without concentration.
Lev 17: Avatar of Battle: "non-magical weapons" restriction removed.
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
An already pretty good class made even better. I'm here for it.

I'm just sad my favorite domains aren't there yet. But I'm the weirdo who loves Grave and Arcana clerics, so I know I'll be waiting a long time for an update 😅
 


Daztur

Hero
As much as I'll miss order cleric dips, they really had to move subclasses up to 3rd level to reduce the temptation to dip. This makes sense.

I'm a bit cranky about so many "it's just like a spell, but it totally isn't a spell!" abilities as just cluttering up the character sheet but that existed in 5e as well. Would rather have abilities that modify casting somehow rather than being parallel to it.

Aside from some spell changes that annoy me deeply the main thing I don't like here is Divine Order as I don't especially like having players choose between a combat boost and a (mostly) out of combat boost.

All the undead foozling I'd have to crunch more numbers before making a decision.
 
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Chaosmancer

Legend
I have seen once, but not been able to confirm, that Aura of Vitality will no longer take an action to heal people. IF that is true, that's going to change things up for clerics are well.
 

Torquar

Explorer
Is there anything stopping you taking the Thaumaturge option from Divine Order, then picking a 2014 domain that grants Heavy Armour and Martial weapons at lvl 3?
 


evilbob

Adventurer
One of the things I suspect they're trying to do with some of the healing buffs is making healing no longer be a trap. As-is, you should almost never spend an action healing (unless it's to bring back someone who is downed), because that action is much more efficiently used damaging enemies and causing them to not hit in the first place. This buff helps make what people think clerics should do - heal - into something that is more useful.

The Spirit Guardians change was probably just to make the spell work like people assumed it worked anyway. :D I know it creates wacky edge cases but honestly if the monk wants to give up their turn to grapple the cleric and move them around, I'd allow it - monks get like, what, 12 attacks per turn now? :D (j/k but really, it's a lot.) It's a poor use of their action most of the time. If they want to pretend to be a cleric for moment, more power to them!

Sidebar: hello again Mistwell! Nice to see you still hang out here - I've been out for a bit.
 



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