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Dispel Evil and Good cleric spell 5th level in use
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<blockquote data-quote="plecostomus" data-source="post: 9703534" data-attributes="member: 7040041"><p>Feel like there should be a sidebar in the DMG that tells DMs clerics can do the following things by the time they have 5th Level Cleric spells, largely without saves:</p><ul> <li data-xf-list-type="ul">Identify and cure any disease or poison*</li> <li data-xf-list-type="ul">End any curse or attunement to a cursed item</li> <li data-xf-list-type="ul">End any possession/charm/fright by extraplanar invaders (invaders are anything with the following creature types: Aberration, Celestial, Fey, Fiend, Undead)</li> <li data-xf-list-type="ul">Locate any extraplanar invader or desecrated/consecrated area within 30 feet</li> <li data-xf-list-type="ul">Instantly create food and water for a decent number of people, or cleanse food/water sources</li> <li data-xf-list-type="ul">Raise the dead <em>or</em> Undead</li> <li data-xf-list-type="ul">(with save) Cause the Undead to flee in terror or instantly disintegrate</li> <li data-xf-list-type="ul">(with save + 1 min concentration [Banishment] -or- melee spell attack [Dispel Evil and Good]) Send an extraplanar invader back to their home plane</li> </ul><p>Then DMs might be more prepared for how the presence of a cleric may affect their plots/bosses.</p><p></p><p>I think 7th Level spells are when wizards start warping all of reality and doing whatever they want, so a cleric's specialized anti-invader list is less important. But a lot of the cleric's special spells are low level (Lesser Restoration, which cures any disease, is 2nd Level). Special shout-out to the cleric-only Forbiddance at 6th Level though - what a weird spell!</p><p></p><p>*Under 2014 rules. In 2024 non-magical diseases are scrubbed from the text/converted to a poison with riders and this does some weird things to cleric abilities related to disease. Detect Poison and Disease still exists as a spell though.</p></blockquote><p></p>
[QUOTE="plecostomus, post: 9703534, member: 7040041"] Feel like there should be a sidebar in the DMG that tells DMs clerics can do the following things by the time they have 5th Level Cleric spells, largely without saves: [LIST] [*]Identify and cure any disease or poison* [*]End any curse or attunement to a cursed item [*]End any possession/charm/fright by extraplanar invaders (invaders are anything with the following creature types: Aberration, Celestial, Fey, Fiend, Undead) [*]Locate any extraplanar invader or desecrated/consecrated area within 30 feet [*]Instantly create food and water for a decent number of people, or cleanse food/water sources [*]Raise the dead [I]or[/I] Undead [*](with save) Cause the Undead to flee in terror or instantly disintegrate [*](with save + 1 min concentration [Banishment] -or- melee spell attack [Dispel Evil and Good]) Send an extraplanar invader back to their home plane [/LIST] Then DMs might be more prepared for how the presence of a cleric may affect their plots/bosses. I think 7th Level spells are when wizards start warping all of reality and doing whatever they want, so a cleric's specialized anti-invader list is less important. But a lot of the cleric's special spells are low level (Lesser Restoration, which cures any disease, is 2nd Level). Special shout-out to the cleric-only Forbiddance at 6th Level though - what a weird spell! *Under 2014 rules. In 2024 non-magical diseases are scrubbed from the text/converted to a poison with riders and this does some weird things to cleric abilities related to disease. Detect Poison and Disease still exists as a spell though. [/QUOTE]
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