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5E Starter Set Cleric Sheet

Mistwell

Hero
If you add +1 to the entire array you get 16/15/14/13/11/9, which was what the human fighter had. They still have +1 to all stats.
I don't think so...I think it's +1 to five stats, not six. Unless the dwarf got +2 to one, and +1 to another, which would vary from the playtest.
 

Der-Rage

Villager
It's hard to say overall how this will work out without actually seeing the final Cleric spell list, but I have to say the return of Challenge Rating is just... baffling. It didn't work in the editions that used, and Max HP is a much simpler and more intuitive mechanism for determining effects like that. What does Challenge Rating 1/2 even mean? What is it half of?
 

Talath

Villager
I don't think so...I think it's +1 to five stats, not six. Unless the dwarf got +2 to one, and +1 to another, which would vary from the playtest.
Hrm. I'm not so sure about what I thought was true now. We'll just have to wait till the 3rd before we know for sure.
 
Dwarves, and only dwarves, get comeliness!
My half-orc is relieved.

---

So, the dwarf cleric gets TWO domain spells automatically prepped PER LEVEL (Bless/CW, L Restore/Spirit Weapon, Revivify/Beacon of Hope) + an additional 9 spells of his choosing (which are swappable) as spells known. That's 15 spells prepped!

Granted, he only has 9 spell slots to use them with, but that is some good diversity.
 

ccooke

Explorer
Interesting.

"You can prepare a number of spells equal to your level + your Wisdom modifier" - This cleric can choose to prepare up to four spells at level 1, plus the two domain spells always available. No bonus spell slots (which is good for power levels), but it's nice that having a good primary stat will make a bigger difference now.
... And an additional cantrip at level 4.

That's actually quite a few changes to spell versatility, if not to the overall power level.
 
I don't think so...I think it's +1 to five stats, not six. Unless the dwarf got +2 to one, and +1 to another, which would vary from the playtest.
I Think that is it.

The dwarf has a 14, 8, 15, 10 16, 12 Hill dwarves got +1 Con/Wis in the playtest, so that would make them 14, 8, 14, 10, 15, 12. That is one too much for Con, which means if you take another one off con, its 14, 8, 13, 10, 15, 12 and we have default array.

So I bet most races will get a "primary" stat bump of +2 (Con for dwarf, Dex for elf and halfling) and a +1 subrace bonus (varies, hill dwarf is +1 wis). Humans get +1 to all stats.

That works for me.
 

ccooke

Explorer
I Think that is it.

The dwarf has a 14, 8, 15, 10 16, 12 Hill dwarves got +1 Con/Wis in the playtest, so that would make them 14, 8, 14, 10, 15, 12. That is one too much for Con, which means if you take another one off con, its 14, 8, 13, 10, 15, 12 and we have default array.

So I bet most races will get a "primary" stat bump of +2 (Con for dwarf, Dex for elf and halfling) and a +1 subrace bonus (varies, hill dwarf is +1 wis). Humans get +1 to all stats.

That works for me.
Or they've brought +1 from the class back in.
 

Drakhar

Villager
I Think that is it.

The dwarf has a 14, 8, 15, 10 16, 12 Hill dwarves got +1 Con/Wis in the playtest, so that would make them 14, 8, 14, 10, 15, 12. That is one too much for Con, which means if you take another one off con, its 14, 8, 13, 10, 15, 12 and we have default array.

So I bet most races will get a "primary" stat bump of +2 (Con for dwarf, Dex for elf and halfling) and a +1 subrace bonus (varies, hill dwarf is +1 wis). Humans get +1 to all stats.

That works for me.
Except Mountain Dwarves got the Wisdom boost in the playtest not Hill dwarves.
 

Kobold Stew

Adventurer
[*]Turn undead's destruction clause is now triggered by CR, not Max HP.
[/LIST]
The additional cantrip at level 4 is interesting, because it means cantrip choice becomes less of a design choice. Everyone by level 4 will have Guidance and Resistance and Sacred Flame -- the only choice is if you have Thaumaturgy or Light (which, I'll admit, is not really a choice -- Thaumaturgy is so much fun to play.)

[ok, I know there might be other cantrips in the release, but I'll be there won't be enough more to disprove this claim.]

... but it's nice that having a good primary stat will make a bigger difference now.
It's already so important, I can't say I'm enthusiastic about this. I want reasons for players to choose feats rather than take the +2 bonus (in a game using feats), not more reasons to do nothing until your primary stat hits 20.
 

garydee

Villager
I Think that is it.

The dwarf has a 14, 8, 15, 10 16, 12 Hill dwarves got +1 Con/Wis in the playtest, so that would make them 14, 8, 14, 10, 15, 12. That is one too much for Con, which means if you take another one off con, its 14, 8, 13, 10, 15, 12 and we have default array.

So I bet most races will get a "primary" stat bump of +2 (Con for dwarf, Dex for elf and halfling) and a +1 subrace bonus (varies, hill dwarf is +1 wis). Humans get +1 to all stats.

That works for me.
The default array is 14,8,13,10,16,12. It looks like most races will get a +1 to two stats and humans will get a +1 to five.
 
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CM

Adventurer
It's hard to say overall how this will work out without actually seeing the final Cleric spell list, but I have to say the return of Challenge Rating is just... baffling. It didn't work in the editions that used, and Max HP is a much simpler and more intuitive mechanism for determining effects like that. What does Challenge Rating 1/2 even mean? What is it half of?
CR 1/2 likely means below-level-1 creatures, like a common skeleton or zombie. Myself, I'd rather see turn undead's outright destruction based on something other than HP. A giant animated skeleton might have a boatload of HP but it should be easier to destroy via turning than a lich with fewer HP.
 

ccooke

Explorer
The additional cantrip at level 4 is interesting, because it means cantrip choice becomes less of a design choice. Everyone by level 4 will have Guidance and Resistance and Sacred Flame -- the only choice is if you have Thaumaturgy or Light (which, I'll admit, is not really a choice -- Thaumaturgy is so much fun to play.)

[ok, I know there might be other cantrips in the release, but I'll be there won't be enough more to disprove this claim.]



It's already so important, I can't say I'm enthusiastic about this. I want reasons for players to choose feats rather than take the +2 bonus (in a game using feats), not more reasons to do nothing until your primary stat hits 20.
Right, but maybe in testing the +2 bonus wasn't competing well enough for spellcasters against a feat.
Pure speculation, of course. But consider - for a martial class, a bonus to the primary combat stat will boost attack *and* damage. For a spellcaster, it only boosts attack. Having a little bit more to give up when you take a feat would tweak the balance a bit.
 

Obryn

Villager
Right, but maybe in testing the +2 bonus wasn't competing well enough for spellcasters against a feat.
Pure speculation, of course. But consider - for a martial class, a bonus to the primary combat stat will boost attack *and* damage. For a spellcaster, it only boosts attack. Having a little bit more to give up when you take a feat would tweak the balance a bit.
I think you have the valuation wrong. :) A +1 to-hit and damage for a character without special rider effects is nice, but not game-changing. A +1 larger chance to land your toughest spells and one-shot the encounter, on the other hand, is worth buffing!
 

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