Saeviomagy
Adventurer
To me the some of the cleric domains seem a little too good - almost like the base cleric has had something added to it after the domains were finalized.
@Zardnaar that kind of explains it. Healing word does get a pretty hefty boost when cast by a Life Cleric. Might it just have been your wording that was a bit misleading in your first post? In other words, you were talking about amount (disregarding casting time) the whole time?
I wondered if there was something I missed when you mentioned triple healing rate.![]()
Or oath of the ancients paladin that has an aura that grants both a +1 to all saving throws and resistance to magic damage. (grumble, grumble)
So my question is this: given that the Cleric of Life does seem to make the other members of the party effective beyond their actual level, providing a sort of CR multiplier, is this a problem? Is the class broken? Or is the inclusion of such a class bad design to begin with?
Pfft, use goodberry spell and you heal 40 points with one level 1spell.
I seriously doubt that dms allow such exploit, though. Mine didnt.Yup wondering if Lore Bard stealing Goodberry+aura of vitality and splashing a level of life cleric might be the best healer in the game. Moon DruidX/Life Cleric 1 also looks good.
You obviously only have 1 paladin in the party or you'd be complaining about everyone have +10, +15, +20 or whatever to all saves.![]()
For my part I'm not sure it is. I know D&D4 moved away from this design, but I think clerical healing is enough of an ancient and storied D&D trope that I'm willing to say that the Cleric of Life is working as intended in D&D5, but I'm interested in other perspectives.
Another question I'd be interested to discuss is this: if the Cleric of Life is working as intended, and we agree that it provides the whole group with a CR multiplier, what is that multiplier?
Healing is probably the last most optimal form of force multiplier.
Let's say you rush 50 humanoids at your party. A Wizard is probably going to be a significantly greater force multiplier than a life cleric.
In order of force multipliers here is my personal rank:
#1. Crowd Control. For example, DC16+ Hold Person basically renders entire humanoid encounters trivial. Undead? Turn undead. Fiends/Elemental's/Fey? Banishment. Fighting two Dragons? Turn that into a one Dragon fight using Force Cage, you've just halved the difficulty. Fighting one Dragon? Force cage him (Adult or smaller) and pepper him with arrows from outside of breath weapon range. Irresistible Dance? Basically as good as an auto surprise round. Note: Spells like Wall of Fire also fall under 'crowd control' as well.
#2. Making sure you don't get hit in the first place by stacking up on defensive abilities, class features, and having a good AC. Never leave home without a Paladin.
#3. Dealing large amounts of damage. Kill them before they kill you. This can lead to 'rocket tag' encounters though if you get unlucky with the dice, which is why I rate it lower than 1 and 2.
#4. Finally healing. Healing is a reactive strategy and generally a resource poor one, especially in combat healing. I generally rate this last. Having a life Cleric makes in combat healing feasible, instead of hopelessly inefficient (with the exception of a couple of spells and abilities).
Pfft, use goodberry spell and you heal 40 points with one level 1spell.