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As a DM cleric spells to watch out for in 5e?
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<blockquote data-quote="Willie the Duck" data-source="post: 8602968" data-attributes="member: 6799660"><p>I will point out that, other than being tradition, there really isn't a difference between divine hammer, flamestrike, and holy word and Spiritual Weapon, Spirit Guardians, or combat cantrips -- they do the same thing (flamestike in particular is and always has been 'higher level, lower damage fireball' with a few extra nuances thrown in surrounding damage resistance). That said, if you don't like a thing, you don't like it.</p><p></p><p>It is effective, but note that it has plenty of limitations -- it requires concentration (a hard thing to maintain while shepherding a front-line requiring spell*); it means you aren't concentrating on other, often very important, other concentration spells; it requires you to be in the front line; It damages anything except those things you specify when the spell is cast**.</p><p><span style="font-size: 9px">*unless you take two feats to make the saves a semi-sure thing, which is a heavy investment and requires it to be a feat-having game (which are, frankly, a higher-power play experience). </span></p><p><span style="font-size: 9px">** things you need to be able to see at the time of casting. so no stealthing or invisible allies. No one back behind a bend in the corridors. No innocent prisoners the rogue freed in round 3 and rushed through the battlefield towards supposed safety...</span></p><p>That said, it is certainly a powerful spell, and (and others may disagree here) it seems like the <em>Spirit Guardians/Spiritual Weapon</em> combo is an expected part of a cleric's 'boss-fight' strategy -- it's too good and too obvious to have been an accidentally good setup. For that reason, I posit this: if you would rather a front-line cleric go in a-mace-a-swingin', remove the spell, but then give clerics a second attack some time in the 6-8 level range.</p><p></p><p></p><p>I think people have brought up the big players: <em>Guidance </em>and <em>Bless</em> bend the curve on skills and spells; <em>Healing Word</em> gets a downed ally up at range from any hit that doesn't kill them outright; <em>Revivify </em>does the same if they were killed; <em>Spirit Guardians/Spiritual Weapon</em> set up a spell-focused combat synergy you dislike. The rest -- well there are certainly powerful spells, but I suspect you already know about them from earlier editions (<em>Resurrection, Plane Shift, Anti-Magic Field, Silence, Stone Shape</em>, and any of the divination spells like <em>Scrying </em>or <em>Divination </em>have effects which can obviate entire obstacles depending on the situation). I don't think there aren't any 'surprise' super-spells in the cleric list after level 3 spells.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8602968, member: 6799660"] I will point out that, other than being tradition, there really isn't a difference between divine hammer, flamestrike, and holy word and Spiritual Weapon, Spirit Guardians, or combat cantrips -- they do the same thing (flamestike in particular is and always has been 'higher level, lower damage fireball' with a few extra nuances thrown in surrounding damage resistance). That said, if you don't like a thing, you don't like it. It is effective, but note that it has plenty of limitations -- it requires concentration (a hard thing to maintain while shepherding a front-line requiring spell*); it means you aren't concentrating on other, often very important, other concentration spells; it requires you to be in the front line; It damages anything except those things you specify when the spell is cast**. [SIZE=1]*unless you take two feats to make the saves a semi-sure thing, which is a heavy investment and requires it to be a feat-having game (which are, frankly, a higher-power play experience). ** things you need to be able to see at the time of casting. so no stealthing or invisible allies. No one back behind a bend in the corridors. No innocent prisoners the rogue freed in round 3 and rushed through the battlefield towards supposed safety...[/SIZE] That said, it is certainly a powerful spell, and (and others may disagree here) it seems like the [I]Spirit Guardians/Spiritual Weapon[/I] combo is an expected part of a cleric's 'boss-fight' strategy -- it's too good and too obvious to have been an accidentally good setup. For that reason, I posit this: if you would rather a front-line cleric go in a-mace-a-swingin', remove the spell, but then give clerics a second attack some time in the 6-8 level range. I think people have brought up the big players: [I]Guidance [/I]and [I]Bless[/I] bend the curve on skills and spells; [I]Healing Word[/I] gets a downed ally up at range from any hit that doesn't kill them outright; [I]Revivify [/I]does the same if they were killed; [I]Spirit Guardians/Spiritual Weapon[/I] set up a spell-focused combat synergy you dislike. The rest -- well there are certainly powerful spells, but I suspect you already know about them from earlier editions ([I]Resurrection, Plane Shift, Anti-Magic Field, Silence, Stone Shape[/I], and any of the divination spells like [I]Scrying [/I]or [I]Divination [/I]have effects which can obviate entire obstacles depending on the situation). I don't think there aren't any 'surprise' super-spells in the cleric list after level 3 spells. [/QUOTE]
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