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The Cleric's Channel Divinity
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<blockquote data-quote="Markn" data-source="post: 6011916" data-attributes="member: 21827"><p>I would like to see the cleric manage healing/damage through spells but slightly differently than what anyone has mentioned before. Any spell that is capable of doing damage is also capable of healing and any combination in between. Whenever a cleric casts a spell he can choose how much dice he distributes to damage and how much dice goes to healing an ally. For example, a spell that does 4d6 damage could do all damage, all healing, or 2d6 of each or any other combination up to 4d6. I see healing in this manner being limited in range, perhaps touch or radius 15' for example making the clerics placement important when casting and it also really fullfills the clerics role as a support role since a cleric using this healing needs to be central to all PCs to make this healing effective. This also leaves design space for cure spells as they can be given large ranges and/or stronger effects. I think this would make the cleric fun to play as managing offense/defense becomes a round by round choice and sometimes the cleric will gamble what will be enough damage to kill the enemy while balancing healing thereby keeping allies in the game. I think this could allow various play styles. Finally, the term Channel Divinity could be used to describe the clerics ability to both simultaneously deal damage and heal.</p></blockquote><p></p>
[QUOTE="Markn, post: 6011916, member: 21827"] I would like to see the cleric manage healing/damage through spells but slightly differently than what anyone has mentioned before. Any spell that is capable of doing damage is also capable of healing and any combination in between. Whenever a cleric casts a spell he can choose how much dice he distributes to damage and how much dice goes to healing an ally. For example, a spell that does 4d6 damage could do all damage, all healing, or 2d6 of each or any other combination up to 4d6. I see healing in this manner being limited in range, perhaps touch or radius 15' for example making the clerics placement important when casting and it also really fullfills the clerics role as a support role since a cleric using this healing needs to be central to all PCs to make this healing effective. This also leaves design space for cure spells as they can be given large ranges and/or stronger effects. I think this would make the cleric fun to play as managing offense/defense becomes a round by round choice and sometimes the cleric will gamble what will be enough damage to kill the enemy while balancing healing thereby keeping allies in the game. I think this could allow various play styles. Finally, the term Channel Divinity could be used to describe the clerics ability to both simultaneously deal damage and heal. [/QUOTE]
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