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Blees Still Broken/OP?
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<blockquote data-quote="Celtavian" data-source="post: 6805444" data-attributes="member: 5834"><p>The +1d4 from <em>bless</em> is extremely helpful when using the -5/-10 feats. I have yet to play a game where a few of the players did not take those feats. My players are min-maxers. We have played multiple campaigns and not one has failed to have a -5/+10 feat user. Our first campaign was Great Weapon Master, every other campaign has been one or more people with Sharpshooter. <em>Bless</em> is quite powerful in conjunction with those feats as we have discussed in many previous threads.</p><p></p><p>As far as <em>spiritual weapon</em> goes, why not cast spell and <em>spiritual weapon</em>? Then you get a boost to hit with your spiritual weapon. Then again spiritual weapon isn't as great as it appears to be. I've found moving it around a combat field often leaves it inactive for a round or two nearly every battle. Using your bonus action for something like <em>healing word</em> or another sell often comes up meaning you wasted a slot on a spell you don't get to use very much. When I first made my cleric, I thought spiritual weapon was great. Then I started using it in battle and found many times that it wasn't as useful as I thought it would be. Creatures move around a lot. It's almost useless in ranged battles, against flying creatures, or creatures that move a lot like Legendary Creatures. It was pretty nifty when I could wail away. That was pretty rare as the group's cleric.</p><p></p><p><em>Spiritual Guardians</em> is awesome when it works. That's a fun spell. It is also a spell that competes with other spells and requires you move into combat range. Often creatures consider it a priority to end the spell and end up directing a lot of attacks at the cleric. That can be very painful. It's not often a great strategy to have the cleric paint himself with a big old "kill me" sign.</p><p></p><p>One of the other nice features of <em>bless</em> is it isn't visible. You don't have to move to keep it active once it is cast. It takes no action to continue. It boosts other spells you might use like <em>resonating bolt</em> or your melee attack. Enemies don't have to stay in visible range. In general, it's very hard to justify using a 3rd level spell to dispel a first level spell that is difficult to see the effect of.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6805444, member: 5834"] The +1d4 from [I]bless[/I] is extremely helpful when using the -5/-10 feats. I have yet to play a game where a few of the players did not take those feats. My players are min-maxers. We have played multiple campaigns and not one has failed to have a -5/+10 feat user. Our first campaign was Great Weapon Master, every other campaign has been one or more people with Sharpshooter. [I]Bless[/I] is quite powerful in conjunction with those feats as we have discussed in many previous threads. As far as [I]spiritual weapon[/I] goes, why not cast spell and [I]spiritual weapon[/I]? Then you get a boost to hit with your spiritual weapon. Then again spiritual weapon isn't as great as it appears to be. I've found moving it around a combat field often leaves it inactive for a round or two nearly every battle. Using your bonus action for something like [I]healing word[/I] or another sell often comes up meaning you wasted a slot on a spell you don't get to use very much. When I first made my cleric, I thought spiritual weapon was great. Then I started using it in battle and found many times that it wasn't as useful as I thought it would be. Creatures move around a lot. It's almost useless in ranged battles, against flying creatures, or creatures that move a lot like Legendary Creatures. It was pretty nifty when I could wail away. That was pretty rare as the group's cleric. [I]Spiritual Guardians[/I] is awesome when it works. That's a fun spell. It is also a spell that competes with other spells and requires you move into combat range. Often creatures consider it a priority to end the spell and end up directing a lot of attacks at the cleric. That can be very painful. It's not often a great strategy to have the cleric paint himself with a big old "kill me" sign. One of the other nice features of [I]bless[/I] is it isn't visible. You don't have to move to keep it active once it is cast. It takes no action to continue. It boosts other spells you might use like [I]resonating bolt[/I] or your melee attack. Enemies don't have to stay in visible range. In general, it's very hard to justify using a 3rd level spell to dispel a first level spell that is difficult to see the effect of. [/QUOTE]
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