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General Tabletop Discussion
*Dungeons & Dragons
Guiding Bolt too good for a level 1 cleric spell?
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<blockquote data-quote="Sadrik" data-source="post: 6345284" data-attributes="member: 14506"><p>It seems to be the best 1st level damage spell... </p><p>Guiding Bolt 4d6 + advantage on next attack on hit</p><p>Inflict Wounds 3d10 on hit</p><p>Burning Hands 3d6 15' cone save for 1/2</p><p>Thunderwave each creature adjacent to you takes 2d8 and 10' push away on failed save, save negates</p><p>Magic Missile 3d4+3 + auto hit</p><p></p><p>I think 3d6 or 2nd level spell makes sense. The extra damage is not that big a deal I guess but it is a no brainer and the cleric can out spell damage the wizard early on.</p><p></p><p>For cantrips the cleric is keeping up quite well too in the spell damage department.</p><p>Sacred Flame 1d8 no cover bonus</p><p>Fire Bolt 1d10 start fires</p><p>Ray of Frost 1d8 speed -10'</p><p>Shocking Grasp 1d8 advantage to hit wearing metal armor</p><p></p><p>Shocking Grasp should be 1d12 then it would actually make sense.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6345284, member: 14506"] It seems to be the best 1st level damage spell... Guiding Bolt 4d6 + advantage on next attack on hit Inflict Wounds 3d10 on hit Burning Hands 3d6 15' cone save for 1/2 Thunderwave each creature adjacent to you takes 2d8 and 10' push away on failed save, save negates Magic Missile 3d4+3 + auto hit I think 3d6 or 2nd level spell makes sense. The extra damage is not that big a deal I guess but it is a no brainer and the cleric can out spell damage the wizard early on. For cantrips the cleric is keeping up quite well too in the spell damage department. Sacred Flame 1d8 no cover bonus Fire Bolt 1d10 start fires Ray of Frost 1d8 speed -10' Shocking Grasp 1d8 advantage to hit wearing metal armor Shocking Grasp should be 1d12 then it would actually make sense. [/QUOTE]
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Guiding Bolt too good for a level 1 cleric spell?
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