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As a DM cleric spells to watch out for in 5e?
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<blockquote data-quote="overgeeked" data-source="post: 8601653" data-attributes="member: 86653"><p>General. Watch the ranges on heals. Different heals have different ranges. Be sure to enforce those. Any of the food & drink related spells destroy any hope of having meaningful wilderness exploration. Watch out for that. The <strong>Peace</strong> and <strong>Twilight</strong> domain clerics are ridiculously OP, to the point where even hardcore power gamers will admit that they're outlandish and should be nerfed or banned. Watch spell components, anything with a cost that says the spell consumes it destroys the component. It's one of the few balancing mechanics against casters in 5E, so be careful to enforce it. And casting times. For <em>some</em> reason...players always seem to think every spell is a 1 action cast...even the ones that take 1 hour.</p><p></p><p>Cantrips. Guidance is a monumental nuisance. Literally every action anyone takes...ever...the cleric will shout out "I cast guidance!" Better banned.</p><p></p><p>1st. Bless. It's a leveled spell so can't be spammed, but clerics love to cast it, players love to get it, and almost no one ever remembers to add the dice to their checks. </p><p></p><p>2nd. Prayer of Healing takes 10 minutes to cast. My cleric players really seem to think it's 1 action.</p><p></p><p>3rd. Spirit Guardians is really good, but not OP. Healing Spirit is wildly OP. It's easier to ban it than try to fix it. Glyph of Warding is good, but takes 1 hour to cast. Can be OP with a smart player.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8601653, member: 86653"] General. Watch the ranges on heals. Different heals have different ranges. Be sure to enforce those. Any of the food & drink related spells destroy any hope of having meaningful wilderness exploration. Watch out for that. The [B]Peace[/B] and [B]Twilight[/B] domain clerics are ridiculously OP, to the point where even hardcore power gamers will admit that they're outlandish and should be nerfed or banned. Watch spell components, anything with a cost that says the spell consumes it destroys the component. It's one of the few balancing mechanics against casters in 5E, so be careful to enforce it. And casting times. For [I]some[/I] reason...players always seem to think every spell is a 1 action cast...even the ones that take 1 hour. Cantrips. Guidance is a monumental nuisance. Literally every action anyone takes...ever...the cleric will shout out "I cast guidance!" Better banned. 1st. Bless. It's a leveled spell so can't be spammed, but clerics love to cast it, players love to get it, and almost no one ever remembers to add the dice to their checks. 2nd. Prayer of Healing takes 10 minutes to cast. My cleric players really seem to think it's 1 action. 3rd. Spirit Guardians is really good, but not OP. Healing Spirit is wildly OP. It's easier to ban it than try to fix it. Glyph of Warding is good, but takes 1 hour to cast. Can be OP with a smart player. [/QUOTE]
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As a DM cleric spells to watch out for in 5e?
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