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*Dungeons & Dragons
Preserve Life (Life Domain Cleric Feature): do you like it?
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<blockquote data-quote="Staffan" data-source="post: 7492709" data-attributes="member: 907"><p>At 2nd level, I'll give you that Radiance of the Dawn is awesome. I just don't think it scales very well.</p><p></p><p></p><p>It's +3 to any single skill or tool that you're not already proficient in, and when you have a round to prepare.</p><p></p><p>By comparison, <em>guidance</em> is a cantrip and gives +1d4 to any ability check (and uses concentration). Sure, they stack, <em>guidance</em> only lasts for a minute, and doesn't scale, but on the other hand you can cast <em>guidance</em> on an ally and not just yourself.</p><p></p><p>Knowledge of the Ages serves a similar role as the bard's Jack of all Trades, in that it lets you shore up skill weaknesses. JOAT does it by adding half your proficiency modifier to any skill/ability check (which includes initiative), whereas KOTA lets you get full proficiency, but only for about one situation. I like playing bards, and Jack of all Trades is definitely <strong>neat</strong>, but it's not a powerhouse ability.</p><p></p><p></p><p>But how often does it come up when <strong>no-one</strong> in the party is proficient in something, or where it's a matter where the whole party has to roll? Also, Knowledge clerics already have pretty good proficiencies - usually four (or five if your race gives you proficiency with something, which most do) skills with regular proficiency plus two with expertise. That's one third of all skills covered already.</p><p></p><p></p><p>But all of those require expenditure of some other limited resources as well. The damage attributed to Destructive Wrath would only be the 78% damage increase on the <em>shatter</em> or similar spell (the exact percentage would vary, but going from average to max will usually be a bit under doubling, so about 75%).</p><p></p><p>You'll note that in my comparison with Preserve Life, I don't also include casting a <em>mass healing word</em> in the healing totals, just Preserve Life itself.</p><p></p><p></p><p>Advantage on <strong>melee</strong> attack rolls (well, technically to attack rolls where both you and your dupe is within 5 ft of the target, but if you're within 5 ft of the target and making ranged attack rolls the disadvantage cancels out the advantage). For a medium-armor caster. At the cost of concentration. I'd rather use my concentration on <em>bless</em> or <em>spirit guardians</em>.</p><p></p><p></p><p></p><p>The point of Preserve Life isn't the massive heal it can bring to a single target. It's that it's an <strong>area</strong> heal, being able to hit multiple allies who are all below full hp. In my campaign, that situation has been fairly common.</p><p></p><p></p><p>D&D is a game that generally rewards specialists over generalists. Life clerics are specialist healers. Thunder clerics, by comparison, make OK healers and so-so blasters. I'd rather have the specialist healer and leave the blasting to the wizard.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7492709, member: 907"] At 2nd level, I'll give you that Radiance of the Dawn is awesome. I just don't think it scales very well. It's +3 to any single skill or tool that you're not already proficient in, and when you have a round to prepare. By comparison, [I]guidance[/I] is a cantrip and gives +1d4 to any ability check (and uses concentration). Sure, they stack, [I]guidance[/I] only lasts for a minute, and doesn't scale, but on the other hand you can cast [I]guidance[/I] on an ally and not just yourself. Knowledge of the Ages serves a similar role as the bard's Jack of all Trades, in that it lets you shore up skill weaknesses. JOAT does it by adding half your proficiency modifier to any skill/ability check (which includes initiative), whereas KOTA lets you get full proficiency, but only for about one situation. I like playing bards, and Jack of all Trades is definitely [B]neat[/B], but it's not a powerhouse ability. But how often does it come up when [B]no-one[/B] in the party is proficient in something, or where it's a matter where the whole party has to roll? Also, Knowledge clerics already have pretty good proficiencies - usually four (or five if your race gives you proficiency with something, which most do) skills with regular proficiency plus two with expertise. That's one third of all skills covered already. But all of those require expenditure of some other limited resources as well. The damage attributed to Destructive Wrath would only be the 78% damage increase on the [I]shatter[/I] or similar spell (the exact percentage would vary, but going from average to max will usually be a bit under doubling, so about 75%). You'll note that in my comparison with Preserve Life, I don't also include casting a [I]mass healing word[/I] in the healing totals, just Preserve Life itself. Advantage on [B]melee[/B] attack rolls (well, technically to attack rolls where both you and your dupe is within 5 ft of the target, but if you're within 5 ft of the target and making ranged attack rolls the disadvantage cancels out the advantage). For a medium-armor caster. At the cost of concentration. I'd rather use my concentration on [I]bless[/I] or [I]spirit guardians[/I]. The point of Preserve Life isn't the massive heal it can bring to a single target. It's that it's an [B]area[/B] heal, being able to hit multiple allies who are all below full hp. In my campaign, that situation has been fairly common. D&D is a game that generally rewards specialists over generalists. Life clerics are specialist healers. Thunder clerics, by comparison, make OK healers and so-so blasters. I'd rather have the specialist healer and leave the blasting to the wizard. [/QUOTE]
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