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Clerics in 5e - how do they play? The mega-buffs are gone...
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<blockquote data-quote="CapnZapp" data-source="post: 6870525" data-attributes="member: 12731"><p>My campaign has a level 8 Tempest Cleric. </p><p></p><p>Spirit Guardians plus AC 21 plus War Caster plus Resilient makes him almost single-handedly a win button against low level trash mobs. </p><p></p><p>He's basically immune to melee from any creature with less than ~30 hp, since they take the spirit damage twice before getting to make any attacks: once when they charge him (and doesn't quite get close, because Spirit difficult terrain) and once at the start of their next turn.</p><p></p><p>The occasional bruiser doesn't get any further now that party members have learned to inflict enough damage to leave them with less than 3d8 hp <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And with his defenses, puny ranged attacks like spears and shortbows have a very low chance of breaking his concentration. First they need to hit. Assuming he's dodging actively, that weeds out anyone not rolling two d20 with 16 or better on both dice: 96% of the attacks miss. </p><p></p><p>Then each individual attack almost never increase the concentration save DC above 10. With a +5 modifier and advantage, that's the exact same math (only in reverse): 96% of all concentration checks succeed.</p><p></p><p>Last session I thought to give the Mob Attacks rules in the DMG a whirl so I threw five dozen Gnolls at them. The first crucial bunch got fried with a Fire Wall spell. </p><p></p><p>The rest was all the Cleric and his spirit guardians. One round fourteen(14) Gnolls hurled javelins at him.</p><p></p><p>No effect whatsoever. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (I mean, he was critted twice I think, so he took some damage, but the spell held). The piles of dead gnoll rose so high I had to improvise difficult terrain all around. Not a single time did I get to use the mob attack variant...</p><p></p><p>So when the 5E designers talk about bounded accuracy that clearly doesn't apply to him... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> His one Spirit Guardian spell easily took the top spot, dealing perhaps 600 points of damage all by itself (I sure didn't do an exact count)</p><p></p><p>The others, on the other hand, they were very grateful. Fighting five dozen gnolls would have been a very bloody fight, and they would have had to spend all their high level spell slots.</p><p></p><p>Thanks to the Cleric saying "I'll handle the unlimited Gnolls, you go back to check out the rear" they could make this a decidedly average encounter, resource-spending-wise... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6870525, member: 12731"] My campaign has a level 8 Tempest Cleric. Spirit Guardians plus AC 21 plus War Caster plus Resilient makes him almost single-handedly a win button against low level trash mobs. He's basically immune to melee from any creature with less than ~30 hp, since they take the spirit damage twice before getting to make any attacks: once when they charge him (and doesn't quite get close, because Spirit difficult terrain) and once at the start of their next turn. The occasional bruiser doesn't get any further now that party members have learned to inflict enough damage to leave them with less than 3d8 hp :) And with his defenses, puny ranged attacks like spears and shortbows have a very low chance of breaking his concentration. First they need to hit. Assuming he's dodging actively, that weeds out anyone not rolling two d20 with 16 or better on both dice: 96% of the attacks miss. Then each individual attack almost never increase the concentration save DC above 10. With a +5 modifier and advantage, that's the exact same math (only in reverse): 96% of all concentration checks succeed. Last session I thought to give the Mob Attacks rules in the DMG a whirl so I threw five dozen Gnolls at them. The first crucial bunch got fried with a Fire Wall spell. The rest was all the Cleric and his spirit guardians. One round fourteen(14) Gnolls hurled javelins at him. No effect whatsoever. :) (I mean, he was critted twice I think, so he took some damage, but the spell held). The piles of dead gnoll rose so high I had to improvise difficult terrain all around. Not a single time did I get to use the mob attack variant... So when the 5E designers talk about bounded accuracy that clearly doesn't apply to him... :D His one Spirit Guardian spell easily took the top spot, dealing perhaps 600 points of damage all by itself (I sure didn't do an exact count) The others, on the other hand, they were very grateful. Fighting five dozen gnolls would have been a very bloody fight, and they would have had to spend all their high level spell slots. Thanks to the Cleric saying "I'll handle the unlimited Gnolls, you go back to check out the rear" they could make this a decidedly average encounter, resource-spending-wise... :) [/QUOTE]
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