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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7713303" data-attributes="member: 6787650"><p>While I love the Tevya reference, I think you're overstating the case a bit on two points:</p><p></p><p>(1) Healing spells are not critical in 5E, in the general case. Some parties hardly ever cast one at all, relying primarily on temp HP or bonus HP (Polymorph, wildshape, etc.), short rest HD, and/or long resting. Healing spells are in fact AWESOME when you leverage them properly, but they're hardly critical, especially against DMG default difficulty encounters (though I will refrain from beating that dead horse).</p><p></p><p>(2) A well-planned wizard who uses up all of his spell slots still has utility similar to the cleric. If you're a Fighter 1/Enchanter X, when you run out of spell slots you can still wade into melee and tank with Hypnotic Gaze + Instinctive Charm + melee cantrips. If you're a Bladesinger, you still have Bladesong and some minor melee capability. A Necromancer probably still has a bunch of skeletons and zombies even when his spells are gone. An Illusionist undoubtedly has a bunch of illusions still hanging around that he can shape with Malleable Illusion. Since efficiency requires that you have a way to contribute effectively even against threats too minor to justify spell slots in order to <em>conserve</em> spell slots, you probably already have a decent go-to strategy in place that you can use when you run OUT of spell slots. That puts you in probably a better position than the cleric who has only a couple of uses of Channel Divinity after his spells are gone.</p><p></p><p>(Of course, I am biased against clerics, so take my opinion with a grain of salt. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7713303, member: 6787650"] While I love the Tevya reference, I think you're overstating the case a bit on two points: (1) Healing spells are not critical in 5E, in the general case. Some parties hardly ever cast one at all, relying primarily on temp HP or bonus HP (Polymorph, wildshape, etc.), short rest HD, and/or long resting. Healing spells are in fact AWESOME when you leverage them properly, but they're hardly critical, especially against DMG default difficulty encounters (though I will refrain from beating that dead horse). (2) A well-planned wizard who uses up all of his spell slots still has utility similar to the cleric. If you're a Fighter 1/Enchanter X, when you run out of spell slots you can still wade into melee and tank with Hypnotic Gaze + Instinctive Charm + melee cantrips. If you're a Bladesinger, you still have Bladesong and some minor melee capability. A Necromancer probably still has a bunch of skeletons and zombies even when his spells are gone. An Illusionist undoubtedly has a bunch of illusions still hanging around that he can shape with Malleable Illusion. Since efficiency requires that you have a way to contribute effectively even against threats too minor to justify spell slots in order to [I]conserve[/I] spell slots, you probably already have a decent go-to strategy in place that you can use when you run OUT of spell slots. That puts you in probably a better position than the cleric who has only a couple of uses of Channel Divinity after his spells are gone. (Of course, I am biased against clerics, so take my opinion with a grain of salt. :)) [/QUOTE]
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