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As a DM cleric spells to watch out for in 5e?
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<blockquote data-quote="Voadam" data-source="post: 8606740" data-attributes="member: 2209"><p>New Spells to be aware of. New Mechanics to be aware of from changes in spells. New cleric capabilities from how spells are different in 5e. New top picks for cleric spells. New consequences to be aware of from how cleric spells are different in 5e.</p><p></p><p>Spirit guardians is a 3rd level area of effect damage spell that lasts round to round for concentration.</p><p></p><p>In 1e AD&D a 3rd level cleric combat spell could cause a ranged single target save or be blinded (continual light). Most of the good 1e cleric 3rd level spells were cure effect spells or dispel magic or utility type speak with dead or create permanent light or create food.</p><p></p><p>In 3e clerics could also do a ranged single target save or blindness deafness, and also inflict serious wounds touch attack for 3d8+ caster level damage (+15 max), and searing light single target ranged touch attach for 1d8/2 caster levels 5d8 max. This was a shift to more immediate combat damage options including god lasers, but it was one shot single target spells.</p><p></p><p>5e's spirit guardians is a shift to ongoing area damage at 3rd level core cleric spells.</p><p></p><p>I have played a bunch of 5e with some people who have played a lot of older D&D and are not big into mechanics specifics so a lot of stuff has played similarly to prior editions. My current group has more people focused on effective leveraging of mechanics. The impact of the new to 5e spell spirit guardians caught me by surprise a bit when calibrating the challenge of different encounters and the types of effects I generally expect from different classes.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8606740, member: 2209"] New Spells to be aware of. New Mechanics to be aware of from changes in spells. New cleric capabilities from how spells are different in 5e. New top picks for cleric spells. New consequences to be aware of from how cleric spells are different in 5e. Spirit guardians is a 3rd level area of effect damage spell that lasts round to round for concentration. In 1e AD&D a 3rd level cleric combat spell could cause a ranged single target save or be blinded (continual light). Most of the good 1e cleric 3rd level spells were cure effect spells or dispel magic or utility type speak with dead or create permanent light or create food. In 3e clerics could also do a ranged single target save or blindness deafness, and also inflict serious wounds touch attack for 3d8+ caster level damage (+15 max), and searing light single target ranged touch attach for 1d8/2 caster levels 5d8 max. This was a shift to more immediate combat damage options including god lasers, but it was one shot single target spells. 5e's spirit guardians is a shift to ongoing area damage at 3rd level core cleric spells. I have played a bunch of 5e with some people who have played a lot of older D&D and are not big into mechanics specifics so a lot of stuff has played similarly to prior editions. My current group has more people focused on effective leveraging of mechanics. The impact of the new to 5e spell spirit guardians caught me by surprise a bit when calibrating the challenge of different encounters and the types of effects I generally expect from different classes. [/QUOTE]
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As a DM cleric spells to watch out for in 5e?
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