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General Tabletop Discussion
*Dungeons & Dragons
What if clerics cast like warlocks?
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<blockquote data-quote="TheCosmicKid" data-source="post: 6913397" data-attributes="member: 6683613"><p><em>"If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature..."</em> (PHB p. 164)</p><p></p><p>Magic Initiate doesn't work, though.</p><p></p><p>Healer uses healer's kits, but you can buy as many of those as you can carry, and the fact remains that it incentivizes chaining short rests. Inspiring Leader grants temporary hit points, so you don't benefit from chaining.</p><p></p><p>No, not "obviously". They're not supposed to. It's not as if they're presented as "Here are some options to unbalance your game!" If you're one of those people who is generally against multiclassing and feats, please set aside that opinion as irrelevant to this discussion. Here we're interested in 5E's design philosophy and whether that allows short-rest healing. WotC <em>obviously</em> didn't write the multiclassing and feat rules with the intention of breaking their own game. So whether or not you <em>like</em> those rules, they still stand as evidence of what the game designers thought was within the limits of balance. And these are not obscure, unanticipated combos we're talking about. Casting cleric spells with Pact Magic is explicitly allowed; if they were worried about the balance consequences of that, it would have been just as easy to explicitly forbid it. And the short-rest cooldown on Healer is right there in the feat text; again, if they were worried, it would have been just as easy to write it as a long-rest cooldown.</p><p></p><p>Furthermore, as you yourself noted, even without multiclassing and feats, the base fighter already gets "unrestricted healing" on short rests. It's not even off in a subclass -- it's a core ability. And further still, a Life cleric can Channel Divinity to keep the party at half maximum hit points for as long as they can short rest. It's not as good as topping them off, of course, but it's still a big thumb of the nose to the concept of attrition.</p><p></p><p>So taking all this evidence into account, please consider the possibility that short-rest healing is not as much of a balance taboo as you think. It's hard to claim daily hit point attrition is a sacred cow when there is already hamburger lying all over the place.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6913397, member: 6683613"] [I]"If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature..."[/I] (PHB p. 164) Magic Initiate doesn't work, though. Healer uses healer's kits, but you can buy as many of those as you can carry, and the fact remains that it incentivizes chaining short rests. Inspiring Leader grants temporary hit points, so you don't benefit from chaining. No, not "obviously". They're not supposed to. It's not as if they're presented as "Here are some options to unbalance your game!" If you're one of those people who is generally against multiclassing and feats, please set aside that opinion as irrelevant to this discussion. Here we're interested in 5E's design philosophy and whether that allows short-rest healing. WotC [I]obviously[/I] didn't write the multiclassing and feat rules with the intention of breaking their own game. So whether or not you [I]like[/I] those rules, they still stand as evidence of what the game designers thought was within the limits of balance. And these are not obscure, unanticipated combos we're talking about. Casting cleric spells with Pact Magic is explicitly allowed; if they were worried about the balance consequences of that, it would have been just as easy to explicitly forbid it. And the short-rest cooldown on Healer is right there in the feat text; again, if they were worried, it would have been just as easy to write it as a long-rest cooldown. Furthermore, as you yourself noted, even without multiclassing and feats, the base fighter already gets "unrestricted healing" on short rests. It's not even off in a subclass -- it's a core ability. And further still, a Life cleric can Channel Divinity to keep the party at half maximum hit points for as long as they can short rest. It's not as good as topping them off, of course, but it's still a big thumb of the nose to the concept of attrition. So taking all this evidence into account, please consider the possibility that short-rest healing is not as much of a balance taboo as you think. It's hard to claim daily hit point attrition is a sacred cow when there is already hamburger lying all over the place. [/QUOTE]
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