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General Tabletop Discussion
*Dungeons & Dragons
What is the "Simple" Full Casting Class?
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<blockquote data-quote="TwoSix" data-source="post: 9484569" data-attributes="member: 205"><p>My vote is for cleric. Cleric has a lot of <em>volume</em>, but it doesn't really have a lot of complexity.</p><p></p><p>1) Preparing spells is more laborious, and domain spells mean cleric has more spells than other casters. But preparation is also the easiest to fix, and your choices make less impact overall. The known spell and spellbook casters agonize over spell choice much more than clerics (and druids).</p><p></p><p>2) It has a full kit of weapon and armor proficiencies, and very few features to complicate non-combat. Generally, if you're not fighting, you can mostly ignore your character sheet. (Some spell choices <em>can</em> complicate that, but that's a choice on the player's part to pick something they actively want to use, like <em>find traps</em> or <em>zone of truth</em>.)</p><p></p><p>3) Very little benefit from multiclassing. Wizard, sorcerer, and non-hexblade warlocks are all quite squishy and benefit a lot from an armor multiclass.</p><p></p><p>4) Cleric spells are straightforward. Guiding bolt, bless, healing word, spiritual weapon and spirit guardians can carry a cleric well into the upper levels without a significant drop in power. Other spell picks are more for fun than to provide actually necessary utility.</p><p></p><p>5) A lot of people voted warlock, which I can see, but my personal view is that pact magic is much more challenging for beginners than standard 5e neo-Vancian. Auto-scaling has always proven confusing to new players, IMX, and being on a different rest schedule than any other caster, on top of the heavily limited slots, to me doesn't make warlock the best entrance point.</p><p></p><p>The only thing cleric really needs is a ranged attack cantrip that's an attack roll rather than a save.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9484569, member: 205"] My vote is for cleric. Cleric has a lot of [i]volume[/i], but it doesn't really have a lot of complexity. 1) Preparing spells is more laborious, and domain spells mean cleric has more spells than other casters. But preparation is also the easiest to fix, and your choices make less impact overall. The known spell and spellbook casters agonize over spell choice much more than clerics (and druids). 2) It has a full kit of weapon and armor proficiencies, and very few features to complicate non-combat. Generally, if you're not fighting, you can mostly ignore your character sheet. (Some spell choices [i]can[/i] complicate that, but that's a choice on the player's part to pick something they actively want to use, like [i]find traps[/i] or [i]zone of truth[/i].) 3) Very little benefit from multiclassing. Wizard, sorcerer, and non-hexblade warlocks are all quite squishy and benefit a lot from an armor multiclass. 4) Cleric spells are straightforward. Guiding bolt, bless, healing word, spiritual weapon and spirit guardians can carry a cleric well into the upper levels without a significant drop in power. Other spell picks are more for fun than to provide actually necessary utility. 5) A lot of people voted warlock, which I can see, but my personal view is that pact magic is much more challenging for beginners than standard 5e neo-Vancian. Auto-scaling has always proven confusing to new players, IMX, and being on a different rest schedule than any other caster, on top of the heavily limited slots, to me doesn't make warlock the best entrance point. The only thing cleric really needs is a ranged attack cantrip that's an attack roll rather than a save. [/QUOTE]
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