D&D (2024) 5.24e New Cleric


log in or register to remove this ad

mellored

Legend
Spirit Guardians upcasts.
So you go from needing to hit 4+ targets to needing to hit 3+ targets.

I don't have an issue with teamwork being situationally better.
Okay, and what level do you want to eventually talk about? Because Monk damage increases as well.
Spirit Guardians scales faster than monks damage.

Not sure using your 9th level slot on Spirit Guardians is the best move though.
 
Last edited:

DarkCrisis

Takhisis' (& Soth's) favorite
Thank goodness for more healing. Last thing I wanted was for the players to feel like they might be in any real danger.

Now we can get on with slaying monsters with ease (especially with the new weapon masteries and other upgrades) while having a good time and telling fun stories.
 

Mistwell

Crusty Old Meatwad (he/him)
Thank goodness for more healing. Last thing I wanted was for the players to feel like they might be in any real danger.

Now we can get on with slaying monsters with ease (especially with the new weapon masteries and other upgrades) while having a good time and telling fun stories.
In-combat healing was so bad few used it before. Most healing happens between combats in the 2014 rules. This at least makes it an option to heal in combat. Doesn't eliminate danger.
 


DarkCrisis

Takhisis' (& Soth's) favorite
In-combat healing was so bad few used it before. Most healing happens between combats in the 2014 rules. This at least makes it an option to heal in combat. Doesn't eliminate danger.

You are absolutely right.

A D8 HP character receiving 2D8 healing is in no way too much. How often might one roll an average roll for 8 HP on 2D8?

Thankfully other spells and abilities can pick up the slack like Short Rests and Prayer of Healing plus whatever bonuses a Bard might kick in. Bonus action potions. And if someone does somehow drop we thankfully have stuff like stabilization checks and Revivify.

While danger isn't 100% eliminated, thankfully things our so in the player favor we can rest assured we can all see the adventure through to the end!
 

Mistwell

Crusty Old Meatwad (he/him)
You are absolutely right.

A D8 HP character receiving 2D8 healing is in no way too much. How often might one roll an average roll for 8 HP on 2D8?

Thankfully other spells and abilities can pick up the slack like Short Rests and Prayer of Healing plus whatever bonuses a Bard might kick in. Bonus action potions. And if someone does somehow drop we thankfully have stuff like stabilization checks and Revivify.

While danger isn't 100% eliminated, thankfully things our so in the player favor we can rest assured we can all see the adventure through to the end!
Why are you being sarcastic, and what about this thread made you feel like it was a good thing to crap on it? If you don't like the changes to the cleric, why not just say that?
 

DarkCrisis

Takhisis' (& Soth's) favorite
Why are you being sarcastic, and what about this thread made you feel like it was a good thing to crap on it? If you don't like the changes to the cleric, why not just say that?

I'm trying to be more positive. It's a work in progress.

Honestly 1st level even in 5E is fairly brutal. Those 8 HP or so don't go very far. I can get why WotC is trying to eliminate "level 1" in a sense. Since most people just started at level 3 anyways.

Be that as it may more healing is just part of the issue I have. I've almost always had it with 5E and they made it worse/better. Really, I'm anxious to see all 3 core books in play before I really fully judge it. Though most have said that 5.5 does make the players more powerful which I don't think was needed. Hope springs eternal though.
 

Chaosmancer

Legend
My main issue with clerics was…they still seem so boring. I’ve had 3 clerics in my game over time, and all of them focused on the same spells all the time.

Guidance
Bless
Spiritual weapon
Spirit Gaurdians


I don’t really see that changing in 2024

With Aura of Vitality not taking an action, it is going to jump out onto the field. There are also changes at high levels, and Resistance is now a good cantrip. But I think there is another issue at play with that observation.

1) The cleric has the smallest spell list of all the full-casters
2) Most of their spells are situational

With those two things combined... it does make sense that the best combat spells will see consistent use.
 

Chaosmancer

Legend
When you say you could do that before, what're you referring to?

The ability of people to activate Spirit Guardians multiple times.

The stated issue of running around the enemy? It is only vaguely new, and would require a some specific situations. IF you could move forward and catch all of the enemy in your aura, then before they would all take the damage at the start of their turn. Now, it is during your turn. That isn't a significant difference really. You might be able to hit more targets, but that starts mattering on how many targets there even is and how you reach them.

What made Spirit Guardian builds crazy was when you could get someone in, then out, then in again, and double dip the damage. Forcing someone to move into it via an ability or shove, then hitting them again at the start of your turn. You can't do that anymore, since the damage is when they end their turn, along with when you move it into them. I actually wouldn't be surprised if a reading of the spell means it doesn't activate if an enemy is forced to move into it, but I'd have to check. That can still be done, via other means, it just shifts how you have to do it.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top