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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="I'm A Banana" data-source="post: 9536187" data-attributes="member: 2067"><p>Hmmm...if I'm a level 5 cleric doing my best to use bonus actions for healing, I'm casting mass healing word and then healing word. So basically 4x (2d4 + Wis) (assuming we cure two people with mass healing word) for healing. So 20 base, plus 4x Wis. Let's say +4 wis, so another 16, total of 36 hp. healed on average rolls.</p><p></p><p>If I'm a level 5 alchemist doing the same, I'm using three spell slots on my Experimental Elixirs for healing, three times, for 3x (2d8 + Int). Gives me 27 + 3x Int. Let's say +4 Int, so another 12, total of 39 hp healed on average rolls. I'd have to prepare these in advance, but it'd be worth it. </p><p></p><p>Yeah, that seems roughly competitive. Cleric has a bit of an edge (healing word is ranged, and mass healing word can do 2 at once), but it's kind of circumstantial. </p><p></p><p>So if healing is a bit of a wash, how's damage?</p><p></p><p>Cleric's big boom cantrip is <em>Sacred Flame</em>, and with an alchemist we'd probably say <em>poison spray</em> for raw damage potential (even a spellcast-y artificer is more than capable in melee). 2d8 vs. 2d12 + INT is not much of a contest. Even if we up the cleric to level 8 and give them 2d8 + WIS, and assume the artificer is facing something poison-resistant so they need to go with <em>fire bolt </em>for 2d10 + INT, artificer has the edge.</p><p></p><p>The cleric's really suffering from that leveled spell limit, since they're leaving some good slotted damage on the table to be the best they can be at bonus-action healing. Alchemist isn't limited in the same way, so could still dip into spike healing with Cure Light Wounds if they needed a bit more.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9536187, member: 2067"] Hmmm...if I'm a level 5 cleric doing my best to use bonus actions for healing, I'm casting mass healing word and then healing word. So basically 4x (2d4 + Wis) (assuming we cure two people with mass healing word) for healing. So 20 base, plus 4x Wis. Let's say +4 wis, so another 16, total of 36 hp. healed on average rolls. If I'm a level 5 alchemist doing the same, I'm using three spell slots on my Experimental Elixirs for healing, three times, for 3x (2d8 + Int). Gives me 27 + 3x Int. Let's say +4 Int, so another 12, total of 39 hp healed on average rolls. I'd have to prepare these in advance, but it'd be worth it. Yeah, that seems roughly competitive. Cleric has a bit of an edge (healing word is ranged, and mass healing word can do 2 at once), but it's kind of circumstantial. So if healing is a bit of a wash, how's damage? Cleric's big boom cantrip is [I]Sacred Flame[/I], and with an alchemist we'd probably say [I]poison spray[/I] for raw damage potential (even a spellcast-y artificer is more than capable in melee). 2d8 vs. 2d12 + INT is not much of a contest. Even if we up the cleric to level 8 and give them 2d8 + WIS, and assume the artificer is facing something poison-resistant so they need to go with [I]fire bolt [/I]for 2d10 + INT, artificer has the edge. The cleric's really suffering from that leveled spell limit, since they're leaving some good slotted damage on the table to be the best they can be at bonus-action healing. Alchemist isn't limited in the same way, so could still dip into spike healing with Cure Light Wounds if they needed a bit more. [/QUOTE]
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