D&D 5E Hit dice used

That's good to know aramis. I'm playing a cleric in a roll 20 game and did so for a couple of reasons. One because they didn't have any healers (save for a Paladin) and they already had a Bard. Glad to know that I can some times take other spell other than healing all the time. Should make for more fun.
 

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If you're playing a cleric, you might want to look at how spellcasting works with regards to prepared spells and daily spell slots. They changed that up quite a bit, and in my experience, that's been one of the major stumbling blocks for veterans who assume thing work like they used to.

Short version: you have a list of prepared spells which are the spells you could potentially cast today (for clerics: level + Wisdom modifier of any level they can cast, plus some free prepared spells based on their domain), and then you have spell slots that you use to actually cast them. So if your 1st level cleric has bless, cure wounds, guided bolt, and shield of faith prepared, he then has two 1st level slots to use to actually cast them. For those coming from 3e, it often helps to think of clerics, druids, and wizards as 3e sorcerers who get to swap their spells each day.
 

Thanks for this. Still getting used to all the new rules. Like I say I haven't played since 2nd Ed and that was a long time ago.

I'm in a similar boat. I did play a couple of 3e games about 10 years ago, but very few.

85-90% of my gaming experience is in AD&D 2e. These new rules are ... different. It's definitely a bit overwhelming at first.

My first game is tomorrow. I'm hoping it gets easier and clearer after that.
 

I would also notify the important fact that you use the dice used for your class in the short rest recovery. If you are a multiclass 1fighter/1wizard, you have 1d10+con and 1d6+con for your hit dice recovery during short rest. Level two wizard has 2 times the 1d6+con and so on.
 


It's important when casting to remember that you don't assign prepared spells to the casting slots in advance. Essentially, they're spell points...

So, at level 1, you've got two 1st level casting slots. (No increase for high Wis, either.)
You can have ready to cast 1+WisMod spells of levels 1+. Usually, this means 3 or 4 total for a 1st level caster. So, let's say, cure wounds, bless, healing word, command.

Until you cast, the spell isn't using the slot. So, if you need to heal someone across the room, you use healing word. If they're next to you, Cure Wounds. Or, if only one badguy is left, and you can't stop him, you can try Command: grovel ...

And cantrips are different... they are at-will... cast every round if desired... sacred flame is great.
 

Yeah that is a bit different the 2nd Ed. I kinda got that idea when reading up on clerics last night. But thanks to this Page 2 I don't have to ask yet another silly question.
 


Yeah that is a bit different the 2nd Ed. I kinda got that idea when reading up on clerics last night. But thanks to this Page 2 I don't have to ask yet another silly question.
You might want to have everyone write their 1/2 HP threshold (rounded down) on their character sheets. You might have some sort of channeling for ranged healing ability, BUT it can't heal folks past their 1/2hp value.
 

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