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General Tabletop Discussion
*Dungeons & Dragons
As a DM cleric spells to watch out for in 5e?
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<blockquote data-quote="ECMO3" data-source="post: 8606677" data-attributes="member: 7030563"><p>Not sure what you mean by on the look out for.</p><p></p><p>If you are talking about mechanics, here are the most rules violations with cleric mechanics I have seen:</p><p>1. Not understanding or pretending not to understand action vs bonus action with healing word/aid/cure wounds etc. There are specifics for each.</p><p></p><p>2. Not paying attention to which spells have Somatic components and trying to cast these while holding a weapon and shield. Also trying to cast a spell with both S and M without first setting up your shield to be a focus. Finally if players get off-class spells through a feat or have racial spells, not getting the material components for such or trying to use your holy symbol or shield as the material component.</p><p></p><p>3. Casting healing word and trying to follow it up with a spell as an action.</p><p></p><p>4. Trying to use spare the dying from range.</p><p></p><p>In terms of offensive spells, the Cleric is generally outclassed by every other full caster so I would not worry about that from a power/balance point of view. Tier 2 their best combo is probably spiritual weapon-Spirit Guardians-attack/cantrip. That is pretty decent damage, but it is not OP as it takes three turns to come fully online and spirit guardians rarely lasts long because it is concentration and you need to be near the front for it to be effective. People rave about spirit guardians but generally I think Faerie Fire (which is not generally available to clerics) is usually a higher payoff than Spirit guardiansby enhancing every attack the entire party makes on affected enemies and it does it with a much lower slot cost.</p><p></p><p>From a thematic point of view if you demand Clerics stay in their "healing box" few players are going to want to play clerics. 5E is pretty flexible, you don't need a healer in the party at all and forcing the cleric to play a healer is going to cause problems with a lot of players.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8606677, member: 7030563"] Not sure what you mean by on the look out for. If you are talking about mechanics, here are the most rules violations with cleric mechanics I have seen: 1. Not understanding or pretending not to understand action vs bonus action with healing word/aid/cure wounds etc. There are specifics for each. 2. Not paying attention to which spells have Somatic components and trying to cast these while holding a weapon and shield. Also trying to cast a spell with both S and M without first setting up your shield to be a focus. Finally if players get off-class spells through a feat or have racial spells, not getting the material components for such or trying to use your holy symbol or shield as the material component. 3. Casting healing word and trying to follow it up with a spell as an action. 4. Trying to use spare the dying from range. In terms of offensive spells, the Cleric is generally outclassed by every other full caster so I would not worry about that from a power/balance point of view. Tier 2 their best combo is probably spiritual weapon-Spirit Guardians-attack/cantrip. That is pretty decent damage, but it is not OP as it takes three turns to come fully online and spirit guardians rarely lasts long because it is concentration and you need to be near the front for it to be effective. People rave about spirit guardians but generally I think Faerie Fire (which is not generally available to clerics) is usually a higher payoff than Spirit guardiansby enhancing every attack the entire party makes on affected enemies and it does it with a much lower slot cost. From a thematic point of view if you demand Clerics stay in their "healing box" few players are going to want to play clerics. 5E is pretty flexible, you don't need a healer in the party at all and forcing the cleric to play a healer is going to cause problems with a lot of players. [/QUOTE]
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