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Is the Cleric really one of the ‘core four’ anymore?
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<blockquote data-quote="Ashrym" data-source="post: 6499543" data-attributes="member: 6750235"><p>Magical healing is only important for emergency healing in combat. I find that most healing takes place outside of combat, and the healer feat, potions, inspiring leader feat, and hit dice healing plus various class features do most of the work if we use that resource. The cleric is still a basic class and part of the basic rules, and the only healing class in the basic rules because there are also no feats so that sets them up as part of the core four expectation.</p><p></p><p>Roles and party functions are different from classes and clerics are definitely not required these days. There is no required class because of alternate classes and overlap. The "core four" could just as easily be a barbarian, bard, sorcerer, and monk; or paladin, druid, warlock, and ranger. The group generally needs damage and combat stability, support and healing, crowd management, and skill coverage but that's really easy to accomplish.</p><p></p><p>Clerics, bards, and druids are almost interchangeable in the party. They each heal and support, and have a couple of variations on healing. A bard can easily replace a cleric but doesn't do everything a cleric can. Clerics have better area damage spells and better area healing spells by default, and can swap in spells a bard wouldn't take because of niche use while a cleric can just exchange it back out the next day, and clerics have more prepared spells than bards know so they can make better use of ritual casting. Bards use more skills and controlling effects, and an almost identical spell list for healing, but don't have a lot of buffing spells (great mechanic in bardic inspiration but not a lot of spells), and rely more on party enhancement by imposing status effects on the enemy. Similar functionality while still different.</p><p></p><p>Paladins just do more combat and less magic while clerics do more magic and less combat. Domains and oaths define them better with more identity but they are similar. Paladins are good at the support role with class abilities that supplement the slower spell progression.</p><p></p><p>Druids are like moving a step farther from clerics than bards. They have a lot of similar functions as bards in controlling effects and healing, but less healing (goodberry is nice), and more damage as well, and supplement combat or utility with wildshape.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6499543, member: 6750235"] Magical healing is only important for emergency healing in combat. I find that most healing takes place outside of combat, and the healer feat, potions, inspiring leader feat, and hit dice healing plus various class features do most of the work if we use that resource. The cleric is still a basic class and part of the basic rules, and the only healing class in the basic rules because there are also no feats so that sets them up as part of the core four expectation. Roles and party functions are different from classes and clerics are definitely not required these days. There is no required class because of alternate classes and overlap. The "core four" could just as easily be a barbarian, bard, sorcerer, and monk; or paladin, druid, warlock, and ranger. The group generally needs damage and combat stability, support and healing, crowd management, and skill coverage but that's really easy to accomplish. Clerics, bards, and druids are almost interchangeable in the party. They each heal and support, and have a couple of variations on healing. A bard can easily replace a cleric but doesn't do everything a cleric can. Clerics have better area damage spells and better area healing spells by default, and can swap in spells a bard wouldn't take because of niche use while a cleric can just exchange it back out the next day, and clerics have more prepared spells than bards know so they can make better use of ritual casting. Bards use more skills and controlling effects, and an almost identical spell list for healing, but don't have a lot of buffing spells (great mechanic in bardic inspiration but not a lot of spells), and rely more on party enhancement by imposing status effects on the enemy. Similar functionality while still different. Paladins just do more combat and less magic while clerics do more magic and less combat. Domains and oaths define them better with more identity but they are similar. Paladins are good at the support role with class abilities that supplement the slower spell progression. Druids are like moving a step farther from clerics than bards. They have a lot of similar functions as bards in controlling effects and healing, but less healing (goodberry is nice), and more damage as well, and supplement combat or utility with wildshape. [/QUOTE]
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Is the Cleric really one of the ‘core four’ anymore?
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