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[GUIDE] Arrive on Time - A General Guide to Wizardry
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6845864" data-attributes="member: 6787650"><p>This is all true. </p><p></p><p>On a slightly different note, however, I will argue that HP attrition including almost everything relating to Song of Defense is best dealt with by keeping everybody topped up at all times at full HP from a dedicated healer + temp HP from Inspired Leader. When 5E first came out I would have argued the opposite--that having a healer was largely redundant because of Hit Die healing on short rests--but that was before discovering the synergies between Extended Spell (Metamagic), Aura of Vitality, and Disciple of Life (1st level Life Cleric feature) that give you 240 HP of healing per 3rd level spell slot (plus a sorcery point) <em>as well</em> as allowing essentially free pop-up healing during combat.</p><p></p><p>Anyway, when your 10th level party healer can heal 240 HP with a 3rd level slot, the ability to spend a 5th level slot to avoid 25 HP of damage looks a lot less impressive as a 10th level ability. So there's a bit of a question here whether we're evaluating abilities in a vacuum or in the context of a likely party.</p><p></p><p>BTW, just in case it is relevant to evaluating the likelihood that you'll actually have such a partymate: </p><p></p><p>The superhealer build (Sorc 3/Life Cleric 1/Lore Bard 6, possibly followed by Warlock 5 for 2/short rest Aura of Vitality) may look counterintuitive but it's surprisingly viable as an actual character. You'll take Mobile to allow you to wear plate without penalty, which synergizes well with the Booming Blade you get from Sorcerer to make you surprisingly gishy; your other metamagic goes not to Quicken per usual (you don't have enough sorcery points to exploit Quicken effectively) but to Careful so you can cast Careful Webs that don't affect the party but hinder monsters, without anyone having to blow a bunch of spell points on Free Movement for everybody. During combat you can blast away with Agonizing Repelling Eldritch Blast (potentially knocking enemies off cliffs or into your Webs) and/or hand out Inspiration or support the party Sharpshooter with Bless. It winds up being a surprisingly gishy character and almost entirely SAD as well--entirely in keeping with the best traditions of clerics.</p><p></p><p>Apologies for the tangent, but I feel that it is relevant to evaluating Song of Defense.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6845864, member: 6787650"] This is all true. On a slightly different note, however, I will argue that HP attrition including almost everything relating to Song of Defense is best dealt with by keeping everybody topped up at all times at full HP from a dedicated healer + temp HP from Inspired Leader. When 5E first came out I would have argued the opposite--that having a healer was largely redundant because of Hit Die healing on short rests--but that was before discovering the synergies between Extended Spell (Metamagic), Aura of Vitality, and Disciple of Life (1st level Life Cleric feature) that give you 240 HP of healing per 3rd level spell slot (plus a sorcery point) [I]as well[/I] as allowing essentially free pop-up healing during combat. Anyway, when your 10th level party healer can heal 240 HP with a 3rd level slot, the ability to spend a 5th level slot to avoid 25 HP of damage looks a lot less impressive as a 10th level ability. So there's a bit of a question here whether we're evaluating abilities in a vacuum or in the context of a likely party. BTW, just in case it is relevant to evaluating the likelihood that you'll actually have such a partymate: The superhealer build (Sorc 3/Life Cleric 1/Lore Bard 6, possibly followed by Warlock 5 for 2/short rest Aura of Vitality) may look counterintuitive but it's surprisingly viable as an actual character. You'll take Mobile to allow you to wear plate without penalty, which synergizes well with the Booming Blade you get from Sorcerer to make you surprisingly gishy; your other metamagic goes not to Quicken per usual (you don't have enough sorcery points to exploit Quicken effectively) but to Careful so you can cast Careful Webs that don't affect the party but hinder monsters, without anyone having to blow a bunch of spell points on Free Movement for everybody. During combat you can blast away with Agonizing Repelling Eldritch Blast (potentially knocking enemies off cliffs or into your Webs) and/or hand out Inspiration or support the party Sharpshooter with Bless. It winds up being a surprisingly gishy character and almost entirely SAD as well--entirely in keeping with the best traditions of clerics. Apologies for the tangent, but I feel that it is relevant to evaluating Song of Defense. [/QUOTE]
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