Light is definetly better than a torch and belongs on a top 5 list. I'd almost say it is mandatory for many parties, at least if DM actually enforces disadvantage on percetion checks and -5 on passive percetion with darkvision, as they should. It has 2 big advantages: 1. It doesnt require a free hand. Who even has a spare hand to carry a torch in d&d. 2. You can light up arrows and shoot them into the distance. Being able to see at a distance, without being seen yourself, is a huge advantage in exploration. A third, more minor point, is that it works in every environment. If even a single party doesnt have darkvision, you pretty much need this, and even if everyone in the party has darkvision, I would take it with a cleric pretty much every time.
How to use resistance: When a party member is suffering from a dmg they take over time like poison, and they fail the saving throws. You can put a hand on their shoulder and say "had a rough night jerry?"
If you're running the rules as written, Light is important. Having players with their hands filled by torches means they have to drop the light on the ground if the group is attacked and the enemies can put it out. Moreover, even if the entire group has darkvision, total darkness is dim light meaning you have disadvantage on Perception checks and -5 on Passive Perception. Light is superior to the torch. Sacred Flame is better than Toll the Dead in undead campaigns like Curse of Strahd because radiant damage prevents vampires from regenerating. I played a Light Cleric in CoS and it was essential every time we fought vampires. Resistance is definitely the worst. But Resistance in OneDnD is too strong. It is a must have cantrip. Maybe if you were unable to cast it on yourself, it would be balanced.
Yeah, Light it going to be a lot more important at tables where the DM cares enough to bother with darkness. I wonder if it's a bigger deal on things like Roll20 with interactive maps.
Resistance spell for the guy leading down the suspect dungeon hall or potential trap activation. I cast it on myself with dungeon delver feat in Tomb of Annihilation. It helped.
Toll the dead actually works in that instance as well. Wisdom saves don’t care about full cover. The cover thing only applies to dex saves. Half cover gets +2 and 3/4 cover gets +5 to the save.
I don't think you can target a creature with Magic if they have total cover, even with toll the dead, which is just a save DC spell. Sacred flame allows hitting someone that you can see through a window or wall of Force. I could be wrong
Spare the dying is a more fool proof way to stabilize. If I recall, healers kit requires an ability check. I sometimes have to keep people down, but want to talk to them later. Good guys and bad guys, I cast spare the dying on. Right now, it is thralls in a Mind Flayer lair as well as the Mind Flayers.
@@brettshull2141 nope, healer’s kit doesn’t require any roll. You’re thinking of making a DC 10 medicine check to stabilize a creature, which is the roll that a healer’s kit lets you skip. Healer’s kit also doesn’t bring the creature to consciousness either, just like spare the dying.
@@princephantom1294 Thanks! You are right! I guess just pulling the healers kit out is too cumbersome for spur of the moment stabilizations for my 10th level cleric. I don't always want to stabilize, because it is a risk for resources mid-combat for sure, but late combat I could pull out a healers kit and remove myself from the main action. Spare the dying doesn't have me going into my medical bag and taking off my shield or anything.
@@brettshull2141 that’s a good point about having your hands full, you would need a free hand to pull out and use the kit, though thankfully only one hand, so you wouldn’t have to unequip a shield, just drop your weapon if you’re holding one. That being said, you’d have to do the same with spare the dying if you’re hands are full, unless you have War Caster. I don’t see it coming up often though, as most clerics I see either have a shield and a free hand for casting, or a two handed weapon if they want to dip into weapon use a bit. The two handed weapon only requires both hands for attacking, so one hand can be used to cast spells or anything else.
Light is definetly better than a torch and belongs on a top 5 list. I'd almost say it is mandatory for many parties, at least if DM actually enforces disadvantage on percetion checks and -5 on passive percetion with darkvision, as they should.
It has 2 big advantages:
1. It doesnt require a free hand. Who even has a spare hand to carry a torch in d&d.
2. You can light up arrows and shoot them into the distance. Being able to see at a distance, without being seen yourself, is a huge advantage in exploration.
A third, more minor point, is that it works in every environment.
If even a single party doesnt have darkvision, you pretty much need this, and even if everyone in the party has darkvision, I would take it with a cleric pretty much every time.
Excellent points. It's a shame I'm not this organized and articulate in the videos.
Toll of the dead is really good and light is super good especially if the dm treats dark vision correctly
I feel like Toll the Dead is too niche to make the Top 5.
How to use resistance:
When a party member is suffering from a dmg they take over time like poison, and they fail the saving throws.
You can put a hand on their shoulder and say "had a rough night jerry?"
Brilliant!
If you're running the rules as written, Light is important. Having players with their hands filled by torches means they have to drop the light on the ground if the group is attacked and the enemies can put it out. Moreover, even if the entire group has darkvision, total darkness is dim light meaning you have disadvantage on Perception checks and -5 on Passive Perception. Light is superior to the torch.
Sacred Flame is better than Toll the Dead in undead campaigns like Curse of Strahd because radiant damage prevents vampires from regenerating. I played a Light Cleric in CoS and it was essential every time we fought vampires.
Resistance is definitely the worst. But Resistance in OneDnD is too strong. It is a must have cantrip. Maybe if you were unable to cast it on yourself, it would be balanced.
Yeah, Light it going to be a lot more important at tables where the DM cares enough to bother with darkness. I wonder if it's a bigger deal on things like Roll20 with interactive maps.
Resistance goes on the wizard when the cast contact other plane.
One more reason I'll probably never use it.
Or cast it on someone who is already messed up by a big spell and needs advantage. Like psychic scream, hold person, confusion etc.
Resistance spell for the guy leading down the suspect dungeon hall or potential trap activation. I cast it on myself with dungeon delver feat in Tomb of Annihilation. It helped.
Glad it worked out for you!
Sacred flame the enemy inside a wall of force. Even if they have total cover.
Toll the dead actually works in that instance as well. Wisdom saves don’t care about full cover. The cover thing only applies to dex saves. Half cover gets +2 and 3/4 cover gets +5 to the save.
Not sure how often that will come into play, but a nice option to have. :)
I don't think you can target a creature with Magic if they have total cover, even with toll the dead, which is just a save DC spell. Sacred flame allows hitting someone that you can see through a window or wall of Force. I could be wrong
Bad rap is short for bad rapport.
Thanks for settling that!
The purify would work in case your in a nature setting travelling and you need to drink contaminated water
If that's the sort of thing that regularly comes up at tables you play at, then this would definitely be useful.
The real worst cantrip is spare the dying. Yes, I’ll waste a cantrip slot on an effect that I can duplicate with a 5gp healers kit 10 times per kit.
That one was certainly a consideration.
Spare the dying is a more fool proof way to stabilize. If I recall, healers kit requires an ability check. I sometimes have to keep people down, but want to talk to them later. Good guys and bad guys, I cast spare the dying on. Right now, it is thralls in a Mind Flayer lair as well as the Mind Flayers.
@@brettshull2141 nope, healer’s kit doesn’t require any roll. You’re thinking of making a DC 10 medicine check to stabilize a creature, which is the roll that a healer’s kit lets you skip. Healer’s kit also doesn’t bring the creature to consciousness either, just like spare the dying.
@@princephantom1294 Thanks! You are right! I guess just pulling the healers kit out is too cumbersome for spur of the moment stabilizations for my 10th level cleric. I don't always want to stabilize, because it is a risk for resources mid-combat for sure, but late combat I could pull out a healers kit and remove myself from the main action. Spare the dying doesn't have me going into my medical bag and taking off my shield or anything.
@@brettshull2141 that’s a good point about having your hands full, you would need a free hand to pull out and use the kit, though thankfully only one hand, so you wouldn’t have to unequip a shield, just drop your weapon if you’re holding one. That being said, you’d have to do the same with spare the dying if you’re hands are full, unless you have War Caster. I don’t see it coming up often though, as most clerics I see either have a shield and a free hand for casting, or a two handed weapon if they want to dip into weapon use a bit. The two handed weapon only requires both hands for attacking, so one hand can be used to cast spells or anything else.