HUGE CLERIC CHANGES! One D&D Breakdown
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- Опубліковано 8 вер 2024
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The new One D&D drop has happened! Featuring a reimagined cleric for the NEXT GENERATION! But how good is it? Let's find out!
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1:15 You say using proficiency per long rest is more uses than once per short rest. And this would be true except 5e cleric gets additional uses per short rest as they level up. Three per short rest, in fact.
So what is clearly a nerf, you've characterized as a buff.
Edit: Oh man. You did it *again.* 11:40 You claim the buff spiritual weapon but bro, they made it a concentration spell. *Massive* nerf.
Edit2: looks like you address the concentration stuff in comments.
@@remyb6854 Spiritual weapon is going to require concentration?!? That sucks!!!
Honestly, I see more nerfs than buffs. You get subclasses later, spiritual weapon is now concentration, life berry is dead, multiclassing is basically getting attacked
@@alvinleonardo1263 I get the sense that this channel is kind of pro WOTC as a hard rule.
Spiritual Weapon did get a nerf though. It's now a Concentration spell to go along with the power buff it received. So it might still be just as good as it was, just different.
OH MY GOD I never even noticed it wasn't concentration! I've been playing it wrong for YEARS!
@@DnDShorts What really?? I can't even count the number of "how to cleric" videos that say Use Spirit Guardians 1st turn with your highest spell slot, then 2nd turn use Spiritual Weapon with your next highest even number spell slot, then Profit.
@@DnDShorts It is not concentration in 5e, but is now concentration in One D&D.
@@RyanZibell It's not concentration in 5e. It's becoming concentration in One D&D.
What power buff did it get?
It still does the same 1d8 and spell modifier
Slight Correction/Misread on Preserve Life. It isn't limited by the creature's max HP, its limited by HALF its max HP.
Preserve life has always been that way. You could never bring a target up more than half its max HP.
I think they should just remove the limit.
Yeah I was confused when he read that out - my first thought was "aren't healing spells always limited my the creature's HP maximum?" lol
@@d_andrews it means if a character has 80 max hp you can only bring them to 40. For a healing subclass that should really be removed.
@@barcster2003 Its meant for when characters are really wounded as opposed to just another healing spell. Life Clerics dont really need another one IMO. They do ALOT of healing.
Except Spiritual Weapon ended up getting a concentration requirement, so you can no longer stack it with Spirit Guardians or another potent conc. spell.
mb yeah! Missed that
Yeah the entire reason spiritual weapon was good was bc it was a bo concentration use of your bonus action.
However, since it seems there are slightly fewer uses for your bonus action now...maybe it holds its value? For some builds? But I really can't see casting this for more than exactly 2 levels, unless spirit guardians gets nerfed later.
Take 1 level (or more) of ranger and you can use Hunter's Mark with that doing some 4d6+DEX+1d8+WIS dmg.
Take 5 levels of Ranger and you will do 6d6+(3*DEX) base dmg and Spiritual Weapon, or Spirit Guardian on top!
@@JuckiCZ That works in 5e, not the UA. Hunters mark is a concentration spell so spiritual weapon/hunter’s mark combo will no longer be a viable option for spell stacking.
@@syvajarvi2289 no, when you have at least 1 level of Ranger, it is no longer a concentration spell (at least in 1dnd).
EDIT: Mb on Spiritual Weapon, it is now *CONCENTRATION,* so despite the damage buff, it's likely worse. Still great tho.
So, what do you reckon? To me, these Clerics feel a tiny bit slower, but a tad more powerful thanks to the extra Channel Divinities and level 2 options!
Overall, I'd say this class went from being great to even greater.
Peace domain aasimar is literally the most powerful singular class you can be before level 11. One is currently ruining a campaign I’m playing.
Overall looks more interesting to play than to dip into, which was their intent
I suppose ranged clerics then?
@@DDCRExposed I'd say it went from being the most balanced caster to weaker. Its not bad, but if you run modules you'll feel just how heavy a nerf we've gotten to channel divinity. Sure you can use it more times at low levels. But you don't get the unique subclass channel feature until level 6 now which is... Big oof.
I like the Divine Spark to heal or attack. Some may not like the magic option, but I feel this will have some great optimization possibilities in the future if this holds out.
Yo! One of my favorite D&D channels commenting on one of my other favorite D&D channels?!
@@Atlas-si2jp I'm sure I can say this for D&D Shorts as well as myself, thank you for enjoying the content!
D&D Shorts has been a favorite channel of mine since I found him around the same time I started creating Shorts as well.
I am curious, what do you mean with optimization possibilities? Since these are neither attacks nor spells, I don't see them interacting with all that many rules. I guess since it is profiency bonus times per day, and scales entirely of your profiency bonus, it might be an interesting dip for a high level character?
But it should have been ranged spell attack, not CON save.
@@JuckiCZ Idk, I could see an argument for either. You could shoot holy death rays at people for a ranged spell attack - or you could bathe the entire area with the awesome power of the sun. If you're just radiating positive energy across the battlefield indiscriminately, then it's unavoidable if you're within range - so it makes sense to use a CON save. At that point, all you can do is brace yourself against the overwhelming might of divine power.
I like the dazed condition. It's a negative effect but doesn't completely screw you up. Would make fights a lot more interesting
An interesting note about the new life domain, it now makes items that allow you to cast healing spells (such as the staff of healing) less effective because they don’t gain your benefits anymore.
The strangest change is at 5th level clerics can have 4 1st level spells prepared and 5 2nd level prepared (2 from your domain). I think they need to just add 1st level spells to the domain, or just 2 extra prepared 1st level spells.
Agreed
That does feel a bit weird. It's not a problem, but certainly interesting.
This Cleric is CRAZY GOOD for multi-classing! The usage of the proficiency bonus makes it great for a single level of cleric. Like the number of Channel Divinity uses. 20th level, you can Channel Divinity 6 times with a single dip in this Cleric + the (PB)6d8 healing or damage.
Oddly enough, my character that uses Cleric for multiclassing now will get a nerf - they were a L20 skill monkey build with a 1 dip into Knowledge Cleric for the 2 extra expertises. They also had an ioun stone of mastery, but only 14 wisdom. So they'll go from +16 to the 2 checks (2x proficiency of 7 + 2 from wisdom) to only +11 (proficiency of 7 + 2x wisdom bonus of 2), and only if they go another level deeper in the class. I mean, I do like the changes overall, just less than ideal for some of my preexisting builds.
PB/ LR is good for nerfing multiclassing low level dips for power builds and giving in an incentive to multiclass at high levels without feeling liking your missing out on key abilities because your primary skill is different from your current class.
I totally missed that, a dip for Channel Divinity now scales the same way a warlock dip for Eldritch blast does. I wonder what other resources might be getting that change in other classes.
Something that you missed in the video is the level 6 feature allows clerics to heal creatures no more than up to HALF their max HP
Was just looking to see if someone had already mentioned this lol
It’s the same as the current ability only difference is it’s now at SIXTH LEVEL instead of 2nd
@@donalddouds6033 Exactly this. At 2nd level that's perfectly fine, but at 6th level? Doesn't matter that the "You can't use this feature on an undead or a construct." was removed. That's not enough of a buff.
@@donalddouds6033 during the video he said it could heal up to the creatures max hp not half their max hp like it's shown.
I've always thought that ability was rather shite. Low level, you either use it to bring an entire party up from 0, or waste some of the healing.
Bringing and entire party up from 0 is great, but at the same time, that little amount of HP means you still go down in 1hit.
Even at level 20, it's only slightly more HP than Heal. Usually, I find Heal more useful.
The nerf to Spiritual Weapon vastly outweighs the buff. Gone is the classic combo of Spirit Guardians + Spiritual Weapon.
True, but frankly it was busted.
@@Drekromancer no it's wasn't the problem is people don't know how to dm
@@dylonbragg8331 no it was boring, every running with the same spells is bad design there are spells you keep just in case which is okay for every one who can run it should. Revifiy and counterspell are good examples. (Sheild I think is the spiritual weapon case)
Spiritual weapon and spririt gauridans was basicly the only damage combo most players cared about. Deapite gauridans combos very well with a load of other tactics. I would rather nerf spiritual weapon vs guardians. And spririt weapon has no real cost or counterplay aside don't get hit bro, or cast counterspell.
(And have the player probably complain since the dm is using that one) so I think the cleric spellcasting wise got off good here since it's first level spells are still great. Just need sheild and find familiar and you would be probably the strongest 1st level spell list of not diverse.
And the longer range focused combo of Spiritual Weapon and Moonbeam for the more adventurous multiclassing types.
@@christianlangdon3766 That's within your perception. I've seen plenty of clerics who have never used those spells. It just depends of how tough the encounters are in your game. Ofcourse if you are getting challenged out the ass, then the Best spells will be mostly used. Also guiding bolt is one of the best. They need to buff healing not nerf the only damage spells. It wasn't broken. It was there only way to attack decently. Otherwise they can only make 1 Melee weapon attack on average
I also think Prayer of healing got a buff. It now gives the benefit of a short rest in 10 minutes! Granted you only get that benefit once per long rest but it’s basically the genie warlock bottled respite as a spell (minus the protection).
I think its pretty cool that the cleric can basically give you an extra short rest a day.
Warlocks will love this
To consider, getting the order at second level means that your starting equipment can no longer include heavy armor. Also means that unless you have a generous DM, if you pick the martial option for your order, you are gonna have to wait a while before you can actually upgrade your armor and get a weapon.... Would be better to have it at level 1 and let people have the option to start with that armor if they had picked that order
They really need to fix it. It's worse when waiting till level 9. Your build will be wrong or terrible for the levels before you pick it.
One thing to note on Blessed Strikes, unlike the 5e version this one states "one of your 0-level spells" *not* "cleric cantrips"
This means if you multiclass, *all* your cantrips deal more damage, be it a cleric cantrip, druid cantrip, warlock cantrip, etc
I think the dragonborn are in a really good spot right now, they don't have the active abilities and breath weapon options that the fizban ones do but in turn they get darkvision and flight, I think it's a great compromise. I also absolutely love the changes to Ardling to make them a more generic beastfolk (I would like a PHB Aasimar since I like them as a counterpoint to the tiefling though) and making the Goliath more distinct from the Orc and making them PHB is extremely welcome
Spiritual weapon was actually nerfed!
The greatest thing about it is that it doesn't take concentration, so you can use that on top of spiritual guardians or some other spell. Now it competes with a lot of good spells, instead of being basically free damage.
This used to be too strong, I'm glad they nerfed it.
I legit never even realised it wasn't concentration in the first place!! Even after DMing multiple clerics and having one in my playgroup for years. You're right, it's nerfed now, but still great!
I was going to comment the same!
Funny enough, it actually isn't that strong in 5e. It's flashy and feels cool, but it's rarely optimal. There are just better options for the spell slot and bonus actions. But now it has to compete with powerhouse Cleric concentration staples like Bless and Spirit Guardians, and it will just almost never be the right pick. The only instance I can see it being worth casting, let alone up-casting, is if you have REALLY dangerous and high-HP enemies pinned down and unable to move. That way you get the extra swing reliably each turn.
I’m very curious to see if they can find a way to buff martialist classes moving forward. To me the answer is getting rid of the Battle Master Fighter subclass and making maneuvers function similarly to spell slots for martials outside of the Barbarian but buffing them by just going full D20 hit die. Balance the Fighter/Monk split with fighters getting more maneuvers but Monks can also use KI points for their smaller pool of maneuvers.
The Thaumaturge specialty also combos pretty well with the new prayer of healing. Since you would get an additional channel divinity after every 10 minute use of prayer of healing due to getting the effects of a short rest.
You can only do that once.
Spiritual weapon also got a massive nerf though as it requires concentration now
Which is fine. Balance is a combination of buffs and nerfs. Considering what clerics are capable of (both PHB and 1D&D), that's fine by me.
Signed,
Cleric main
@@CooperAATE Based.
This shit is fucking stupid and will never see the light of day at my table
@@CooperAATE I agree, It’s definitely more balanced this way, although one of the things that defined spiritual weapon was the fact that it was concentrationless
Now it’s just… another spell…
Yeah, I really feel it's unnecessary, too. Spiritual Weapon already USUALLY wasn't good use of a bonus action OR a 2nd level spell slot. It felt cool sure, but it wasn't actually particularly strong, especially with its minuscule 20' move speed and other great features like Telekinetic or the occasional usage of Healing Word or Sanctuary competing for Bonus action use.
I hope that when we finally get the warriors, specifically barbarian, they're not restricted from "magic actions" while raging just "casting a spell"
there also was a big change to spell preparation. it was "prepare amount of spells equal to your level + wis mod" Now it is chcnget to basically: "You can prepare amount of spells of each level equal to the amount of spellslots of this level" so no metter what? lets say at 5th level you will have 4 1st level spells prepared, 3 2nd level spells and 2 3rd level spells + spells that you always know. I personally am not shure what to think about it. Personally i definetly think that sometimes its better to have an option to preare more that one lets say 6th level spell, and definetley better to have more that 4 1st level spells/ 3 2nd level spells
also you miss out on two spells from the expanded spell list from the domains which can be quite huge in some cases (tempest, trickery, arcana)
@@alexthehunter9377 but you gain cure wounds and shield of faith instead of them, as an "always prepared option"
So you miss out on 3 spells at 20th level
Because rn it is 20 + 5, and in this ua it would add up to 22 prepared spells
And +10 for both from domain spells
This is also what bards and rangers got, so most likely all classes will work this way (other than warlocks and maybe wizards as well).
@@forgot-to-log-out where are you coming up with these spells as always prepared?
@@kingofcoinjock oops my fault, it was an example.
I do like the holy order class feature, It does give some other variety within classes other than just spells and subclass, like eldritch invocations & fighting styles. I hope a similar thing is done with some other classes.
overall i'd say that this new playtest is very good in general, the only thing I would like to have is basically an "upgrade" to the holy orders, not exactly making them stronger then they are now but making a sort of specialization in them, with the option to take another one if you would like to do that
Make them a 1st level feat like the fighting styles maybe?
@@christianlangdon3766 I think that a fighting style would be appropriate for the protector, but just that would be too weak for a 9th lvl feature
@@yellowryot8682 yea just throwing ideas, fighting styles I think need a boost like the holy orders some free skills and such would be dope if only to add more to options and character building.
Buff? In some areas but overall its massively nerfed.. Like, Actually extremely nerfed. Their channel divinity doesn't get its unique feature for the subclass until level 6! That's a 300% nerf. On top of that they don't get their subclass until level 3. That's another nerf. Considering most modules don't typically run past level 12 and many end at level 5 or 6 you wont be getting to use Cleric's primary unique feature until half way through the campaign or the end of it.
Aid is also massively nerfed. And they nerfed weak spells like Spirit weapon and Prayer of healing which neither of those needed the hit like that. There's also the Prepared caster nerf but that's across the board. Although it sorta buffs bard its a massive nerf for Clerics.
Some buffs, some nerfs. But the nerfs actively make me less interested in playing one of my favorite classes.
Edit: Need to make a correction. Prayer of healing gives allies the effects of a short rest. Which is a strict buff. I missed that on my first reading so my mistake. Actually a good spell, changes my opinion on it entirely.
@Ian Heard people argue with me saying "Well our games always start at level 3 anyway." That's not a good thing! Why have those first 2 levels if no one wants to play them? Most modules start at level 1.
The Life Domain 6th level channel divinity has a catch! It can only heal a creature to "NO MORE THAN HALF ITS HIT POINT MAXIMUM" which means you can ONLY really use this when people are less than half health and you cannot use it to top off your party. It's still a lot of healing since you can have 6 uses of it but it does make it a little more niche in its uses.
It always had that catch and it's a shame it hasn't been removed. Life cleric has been truly gutted. how can this compare to twilight and peace with nerfs like this?
yes, that feature is so annoying. Unless you are keeping very careful track of where everyone is, it's very difficult to use well.
why would u want to heal when noone is down?
@@zinogrevz7389 Especially early game when max health is low, being at half health can put you in execution range. Like imagine you're lvl 7 and have 70 max health. You can easily take 35 damage in the time between your turns so it's better to be topped off.
@@kevintran7208 if i heal u and then u go down i wasted healing. cuz that orc that dealt 30 damage to u after i healed u for 20, wouldnt have killed u, so u would be now still at 0
You just do the best D&D videos. You are so clever, and personable, and it's rad you get to do this for a living.
So something I have found pretty funny: if you take Persuasion through Scholar and both your Wisdom and Charisma are at least 16, your Persuasion at level two is better than a Bard's with 16 Charisma and Expertise in Persuasion, and you actually keep up with them pretty well in terms of persuasion.
Scholar Cleric Persuasion
Level 2: 16 Charisma (+3 modifier) + 2 prof bonus + 16 Wisdom (+3 modifier) = +8 Persuasion
Level 5: 16 Charisma (+3 modifier) + 3 prof bonus + 18 Wisdom (+4 modifier) = +10 Persuasion
Level 9: 16 Charisma (+3 modifier) + 4 prof bonus + 20 Wisdom (+5 modifier) = +12 Persuasion
Level 13: 18 Charisma (+4 modifier) + 5 prof bonus + 20 Wisdom (+5 modifier) = +14 Persuasion
Level 17: 20 Charisma (+5 modifier) + 6 prof bonus + 20 Wisdom (+5 modifier) = +16 Persuasion
Bard Persuasion
Level 3: 16 Charisma (+3 modifier) + 2 prof bonus + 2 Expertise = +7 Persuasion
Level 5: 18 Charisma (+4 modifier) + 3 prof bonus + 3 Expertise = +10 Persuasion
Level 9: 20 Charisma (+5 modifier) + 4 prof bonus + 4 Expertise = +13 Persuasion
Level 13: 20 Charisma (+5 modifier) + 5 prof bonus + 5 Expertise = +15 Persuasion
Level 17: 20 Charisma (+5 modifier) + 6 prof bonus + 6 Expertise = +17 Persuasion
Introducing Rasputin, Russia's Greatest Love Machine, to DnD.
This is true, and it's arguably too strong for a non-Expert at low levels. But if you're committing to that much Charisma on a cleric then your Con and Str/Dex are probably going to be pretty poor, so there's a significant cost.
Armor dipping is slightly more difficult now, but also any class can dip 2 levels in cleric and get scaling channel divinity just like a full classed cleric and use divine spark.
If all the other players in the party ready an action to grab and eat a goodberry as soon as it's created, it's technically on the turn that the spell was cast, right?
you missed the fact that they get less spell prepared especially at low level. they have number of spells prepared equal to the number of spell slot they have for each spell level.
11th level: "you can call your deity"
Levels 1-10: "you don't actually have to have a deity if you don't want to. You powers just come from the planes, lol."
One spell combination with Disciple of Life, which is better then Goodberry, is Aura of Vitality. With the old rules you would heal a total of 20d6+50 HP in one minute, totally busted and I love it. Kind of sad to see that combo nurfed.
I would trade the additional damage for the old spiritual weapon’s lack of a concentration requirement, any day, and all day on Sunday…
First of all thx for the video very well put together.
I would fight you over Channel Divinities casts though. Afaik 5e does not limit the amount of short rests and taking 2 or 3 of them in a 12-14 hour "work day" isn't far off I'd say. So I would prefer the older x times per rest amount of uses for it. In my admittedly a bit more dungeon crawl-ish campaign rn short resting is actually really important for us.
What I really did like from this though are the orders. Not every follower of a domain/deity would have the same priorities and I think this can be implemented in 5e with little to no effect on how strong certain domains are while giving some domains a necessary push in the right direction. Just let me choose an order and do away with the usual bonus proficiency/skills most domains get. Not getting either is btw is, at least for me, a big reason to dislike domains like Trickery.
So tldr.:
I think the old Channel Divinity x amount per rest was better but using the orders instead of subclass based bonus proficiency/skills could be really nice for more personalisation and I will talk to any of my future dms if we can use this in our 5e games.
As someone that mainly plays Warlock, most games just don’t take many short rests, and plenty just outright don’t take them at all. So 2 or 3 uses per short rest more often just translates to 2 or 3 per long rest.
Wizards of the Coast: You know what one of the strongest classes needs
The community: Balance changes
Wizards of the Coast: NO
As far as Smite Undead goes: it's giving you an alternate "mode" for your Turn Undead ability. You can either try to Daze them, or deal prof bonus d8 Radiant damage.
It does not say anything about the smite being “instead of” the daze. So no, it is that you can choose for the turn Undead to do Damage as well.
Combo 3 levels of Warlock and 3 levels of Cleric (for Prayer of Healing). I use my last pact magic spell slot to cast 10-minute-Short Rest +2d8 healing on the party, and regain my pact slots.
1:11 cleric’s channel divinity can be used more times as you level up, it can be used twice between rests at 6th level and three times between rests at 18th level. Assuming 1 short rest this means the new cleric gets more uses at 5th level and 13-17th level, so overall this is a nerf since most campaigns take place between levels 1-10, and the new channel divinity is only better at level 5 whereas the old one is better at levels 6, 7, and 8 as well as giving the option to use it more if you have more than 1 short rest. Although I suppose if you don’t get any short rests then the new one is better, but this is definitely a nerf to the number of times you can use it in a majority of games.
Short rests are very rarely used in many dnd campaigns, so i think the change is for the better
Side grade because it really depends on the table my group hardly uses short rests because are dm makes sure time passes in the world when we take rests. So we already use short rests sparingly. It really depends on the group.
You can customize getting back 1 Channel Divinity per Short Rest to make up the difference if your campaign does have a lot of Short Rests, or skip that feature if not, so the flexibility makes it a net buff in either scenario.
Isn't this a nerf? If currently engaged this doesn't sound like it will cause such to flee giving combatants a breather. They will just stand there and wail on the target. Haven't looked closely yet though. Also wasn't the original an aoe bs single target?
if you want them back on a short rest you can just take thaumaturge? then you have 4 uses with 1 short rest at 5th
also, the old one you really technically couldn't use that much whatsoever, like, you just had turn undead and an "emergency heal feature that was never really usable, they didn't really fix the root of that ability being weak (healing to half hitpoint max) but they did add divine spark, which is an actual use
before, you would simply not use the channel divinity whatsoever in most cases as a life cleric, especially since when allies are all low on health you actually have better healing options using your spells most of the time
I do think thaumaturge should replenish all channel divinities on a short rest, however, prayer of healing now restores a channel divinity in just 10 minutes once per day, a second level spell, so it could be 1 channel divinity per short rest because of how easy it is to get a short rest now
Thank you for doing these videos. It really helps break things down for my brain to chew.
You CAN still get the goodberry buff. It just has to be that turn. Everyone readies a reaction to eat a goodberry when you cast it. Still nerfed, but in a party of five or more, it's a competitive option.
My daughter is rolling a cleric in our current campaign and I asked her last night if she wanted to playtest the new stuff. She’s excited to try out the new things.
I didn't see anyone mention it here, but the spell "aid" was nerfed too. You hand out temp HP instead of current and max health. Another blow to the cleric.
I don't like it but we will see.
Maybe im late. but u said multiclassing not as strong but since channel divinity scales with proficiency like most new classes 1st level feature. it means u can get 1 level and end up with with 6 6d6 healing per long rest
Have a party of 4 ppl that took level 1 dip into cleric and u just got urselves 24 6d6 healing
Aid got a nerf, being Temp HPs, rather than raising your maximum. My character uses Aid + Inspiring Leader to raise the parties HPs by 22, so this would kill a good combo. Unless they are going to allow Temp HPs to stack.
Aid was 100% nerfed and basically limits the “healer/pacifist” style of play by taking away a decent spell that scaled well with up casting
Yeah and it doesn't help at all for the current best case use. if you have 2-3 fallen allies, Aid was the GOTO low level spell to bring them all back up. Now it'll do jack all.
Once I learned about the concentration required for spiritual weapon it made me hurt just from the lost multi spell use but the fact that it now boosts with each level now made it better. So overall about the same feeling here 😂.
I hope 5e is still going to be available on dnd beyond after the release of one dnd.
Based on what we've seen so far none of our group is too excited for one dnd. Too many nerfs and too much homogenization.
Still fun to follow where they're going with it. But some of our current characters and builds would get pretty broken by the updates, and not in a broken fun way, but a broken feels bad man way.
They got rid of a lot if broken combos and buffed a lot of very obscure classes.
Maybe try to play bard and ranger now?
Cleric is still powerful. Multiclassing with 3 levels of cleric is sti great too. You just can't do 1 level dips and pay lip service to the gods.
Thief rogue definitely got gutted though
Can’t wait to do arcana cleric with the holy order of the protector. I always thought it’d be a cool magic knight type of class, even without multiclassing.
If Arcana Domaine still exists in One D&D.
could we just appreciate how brilliant an opening that is for an advert selling art?
"do your walls suck? oh god, this wall is awful!"
Based on how it's worded, it reads like cleric of goodberry retroactively heals when someone eats the goodberry. I think it should read "When a Spell you cast with a Spell Slot restores Hit Points to a creature on the turn you cast the spell, that creature regains additional Hit Points."
Even with this wording, cleric of goodberry would still kind of work. Each party member except the cleric would need to prepare an action to eat a berry as soon as the cleric casts goodberry. The additional healing would still trigger, as it is still the cleric's turn.
I lost my shit at "OH GAWD, THIS WALL IS AWFUL!!" Your ads are always fantastic, Shorts.
Thank you for sharing the helpful review! Yeah, nice boost for the cleric and will be fun to test. Only part that i dislike is that your prepared spells = same as your individual spell slots and locked for each spell level. Maybe the concept here was to simplify for new players?
It's probably a blanket thing for prepared spellcasters so you can't load up on great spells just all from one level.
Specifically 3rd level for arcane casters
The Spiritual Weapon damage buff is not worth it being concentration, still a nerf imo
Right leave it to company's to ruin perfectly good stuff
Life cleric channel divinity : preserve life in 5e was "Choose any Creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct." Half it's maximum hit points was such a hindrance to me as a life domain cleric I never used the feature because beacon of hope mass healing word was better as well as just casting base healing was better. I think I used it once on one person who dropped to 0 and gave him 15 hp (was level 3) his max was 40 (Barbarian) so I guess I was close to half but still not the best way to have this power. I'm kinda hyped for the new cleric.
I don't like the second channel divinity option being delayed to level 6 (maybe if they get a little buff) or the spiritual weapon nerf. I do like the orders separation.
Yep.
The only thing that botters me about the 2nd level ability is that you only gain heavy armor and martial weapons proficiency at level 2 (obviously). It means that you can't use those efectively until the 2nd level, even if you picked them for your starting equipment at 1st level.
So, you have to have a set of light or medium armor prepared - probably only to use at 1st level - and then a spare set of heavy armor to start using at 2nd level (the same with martial and simple weapons, but those are cheaper and lighter though).
It doesn't break the game or something like that, but, it creates kind of a logistic problem.
Maybe swaping this Holy Order ability (puting it at 1st level) with the Channel Divinity (back to 2nd level) it would be a little better. At least when talking about preparing your starting equipment, skills and even cantrips.
Prayer of healing is now fancy catnap, spiritual weapon is concentration, aid is temp HP instead of HP maximum. interesting spell nerfs/changes
Actually, the _Disciple of Life/Goodberry_ combo is *even stronger* now; in fact, it's completely busted! Because it just says that when you restore hit points to a creature, they _get_ the extra hit points on the turn you cast the spell - no caveats, no exceptions. Meaning that when someone eats one of your Goodberries, _they then get the extra hit points on the turn you cast Goodberry._ *Retroactively.* Changing the course of history.
Time travel reset button, baby!
At least, according to a strict reading of the ability. :P
Ok here's my theory, since Druid is up next. Druids are in the Priest group with Clerics and Paladins. Clerics and Paladins both have channel divinity. All of the classes in the Expert group got expertise. I think that Wild shape is going to be reworked as a version channel divinity, using the new channel divinity=proficiency bonus per long rest rules. Maybe called Channel Nature or Channel Primal Forces? So you won't get them back on a short rest but you'll get more per day, with the option to use the wild companion feature from Tasha's instead of Turn Undead. My thought is that every group in One DND is gonna have a shared feature based on the group, and since Paladins and Clerics both have channel divinity it would make sense that the Druid's version, wild shape, would be reworked to fit that theme
Ok, so 5 Ranger, 15 Cleric.
You can do 3 attacks, each doing 2d6+DEX, add 2d8 per round on top. Now use BA for Spiritual Weapon (Hunter's Mark is not Concentration on Ranger).
So on lvl 8, we will do 6d6+3d8+15, on lvl 9 6d6+4d8+18, on lvl 11 6d6+6d8+18,...
Not bad at all! And you will have Expertise AND add WIS bonus to two skills as well, so with PB +4, you can have Persuation bonus +12 easily! You will have proficiency in 7 skills, 2 of them with Experise and 2 of them (inteligence or charisma ones) with WIS bonus on top! Awesomely versatile character!
Few small Nitpicks, if that's ok:
1. The Magic Action is actually akin to the "Cast a Spell" action as noted in the PHB. It was simply given a formal title since absolutely no one ever called this action by name. It was always simply "I cast X". I think this connection would help people understand the content better since they could just check the effect from the PHB to the Playtest content that way.
2. Blessed Strikes actually doesn't add an average a 4.5 damage per turn. This is actually a misunderstanding given that the average damage of 1d8 is 4.5. Due to the fact that you still need to either hit your target or they have to fail a save vs your cantrips, the actual average damage increase is 3.15. I agree it's not nothing. It's a nice boost to damage overall. I just wanted to address that point because I feel like players genuinely don't feel like things are as strong as they appear on paper. This just helps to give people a more realistic idea of how good it is.
Seems like clerics are getting buffed in a generic way, but the flavoring that would distinguish you from other clerics is being pushed to much higher levels
Raw. Out of combat cast good berry at the beginning of the turn. Your party eats them that turn getting the +2 for you and them.
I don't think the heavy armor proficiency being moved to level 2 will affect Cleric dipping much for casters, since dipping still gives medium armor and shield proficiency. Assuming medium armor and heavy armor don't have their AC bonuses or Str requirements changed, I think most casters will be more than fine with half-plate and a shield w/ 14 Dex than plate and a shield w/ 15 Str. The half-plate combo would give you a 19 AC, and the plate combo would give you a 20 AC. You _are_ missing 1 AC, which makes a difference at high AC, but most casters will get more from a 14 Dex than a 15 Str. So ultimately, not much is lost for Cleric dipping for armor
Spirtual Weapon got nerfed hard though. Its not a concentration spell which significantly reduces a clerics total dmg potential.
Spell preparation got a nerf and everyone seems to be missing it. It's similar to 3.5 prep where you have a specific number of spells per level rather than the ability to prep across all spell levels. It's generally less total spells prepared, as well as more restrictive.
The thing I don't like about scholar is that you get the bonus on skill checks only on the skills you choose with that feature.
So that means that if I take scholar at lvl 9 I am choosing a skill that I'm not proficient with yet. That just means that either I am choosing a skill that I don't think is important enough to be proficient in up until that point or that I'm waiting until lvl 9 to finally be proficient in it just to get that bonus.
So basically having the bonus on religion or not being proficient in perception until lvl 9.
I do not understand why they don't give first level spells for cleric domains. So what they get this feature at level 3, having additional 1st level spell prepared is pretty good, also it grants better backward compatibility.
It's because the subclass starts at 3 now showing a major problem with moving it around.
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Disciple of Life also no longer applies to Aura of Vitality for multiple turns. That's a huge nerf to Life Clerics compared to if you used the Tasha's Spell list. And also it adds to making the Life/Lore Bard combo much less appealing, on top of being a third level feature.
I see alot of people not liking that Spiritual Weapon now requires concentration but honestly, between the damage buff it got to make up for it & all the other cool features Clerics got that makes customization super easy I'd say we got buffed up pretty good!
The spell casting does have a very important difference: preparing is by spell slot. That's a fairly major change you glossed over
Clerics always used slots?
@@notbob555 the preparing is by slot, but good point, I did not word that very well. It used to be by wisdom and proficiency modifier
Damn, I think I need glasses. Thought the top one said Boon of Fats.
I would definitely choose this ability
getting heavy armour at 2nd level is a nerf if your dm doesn't give you gold enough before you hit lvl2 to buy heavy armour, you need to get it with your 1st level so you can pick the heavy armour as your starting gear otherwise you're just waiting until you can actually buy it, unless the dm is letting you start at lvl2+ then sure its not a problem
I think they are trying to cut multiclassing but holy order should really be level 1.
6:50 at 3rd level it will deal 2d8. Since the proficiency would be 2 at 3rd level, not 3*. Easy mistake to make
I think how smite undead works is that when you use turn undead you have the option now to either daze or damage the undead not both. But i could be wrong.
It looks like a cleric is halfway to being an Angel Paragon class from 5e. It seems that a few of the new things for a cleric are found with the Angel Paragon class.
14:10 You say Preserve Life can bring hp's up to creature's maximum. The text on screen says it can only bring them up to HALF the creature's maximum.
They really just need to drop the limit.
The Life cleric channel divinity says it can only heal up to *half* the creatures hit point maximum. Just a slight correction, you may have read it fast.
I don't know if they clarified this in previous One DnD UA but they clarified the invisibility effect in regards to seeing someone who is invisible but still attack with (dis)advantage.
14:10 "half" it's maximum.
great video as usual.
Cleric is still nerfed from 3.5 where they can no longer use turn attempts to rebuke/command undead if evil, or neutral and channels negative energy, and can no longer, if a domain is an elemental or plant domain rebuke/command monsters with that domain type. Commanding was basically a way to gain a companion of half your cleric level that was your loyal slave for as long as you wanted and they didn't out level you. Evil Clerics in 3.5 were the best BBEGs.
Cleric overall got buffed it seems but spiritual weapon is 100% a nerf. The amount of other concentration spells that you have available and considering its still only 1d8 unless you do decide to upcast which I have almost never done and likely wouldnt even if it was 1d8 every level. A lot of times its better to have something else taking concentration from spiritual guardians to even just bless or bane.
Displates are awesome but I have to say that mine dropped a couple of times (the magnet fell from the wall sticker while still attached to the plate). Very minor damage to the plate and fixed by glueing the magnet to the wall sticker so no big deal
Aside the spiritual weapon being concentration*, the Life channel divinity can't restore above than HALF hit point maximum
The dazed condition reminds me of a mechanic from XCOM 2's War of the Chosen DLC. Essentially, you have powerful nemesis-esque enemies that can ambush you on a mission, and they persist until you track them down and kill them at your home base (but can be killed when met and then do not return for the rest of that mission). XCOM 2 takes a D&D-esque approach to permadeath, and it's a turn-based cover shooter where being stunned can be deadly as you can be flanked. As a result, these 'Chosen' (the unique enemies) do not simply attempt to wipe your whole squad (though that doesn't mean they'll never shoot at you, just usually not), whch in theory they are absolutely capable of doing in the early game, but instead they try to capture members of your squad. They can only capture someone if they are dazed (which in XCOM is essentially paralysis), and they cannot daze and capture on the same turn. The dazing abilities have a range of types, and many are AoE. Members of your squad can un-daze an ally as a free action (even after dashing) if they are adjacent, or with certain healing abilities from afar, and the dazed status is then switch out for a few turns of the disoriented status, where they can't move very far, have an accuracy penalty, and certain abilities like grenade-throwing are disabled.
[TL;DR it's similar to the One D&D dazed condition]
The dazed condition was overall a very good addition to XCOM 2, so that fills me with confidence that it will also be a good thing in One D&D, as the two are broadly similar games when you look at their combat.
Does anyone know of any other similar examples?
Oh as an aside if you don't know XCOM and you enjoy D&D's combat, go get yourself a copy of XCOM 2. Trust me on this one. (It's the same devs as the Marvel Midnight Suns game that's about to release)
The smite undead feature is just the divine spark but with a different saving throw and only effects undead. Seems like they could at least change it a bit more to make it better than just using divine spark to damage.
I mean, most undead probably have worse wisdom than con.
The blessed healer feature for 2 plus spell level for healing used to come in at level 1
Why is it that no one comments on how few spell clerics, as a pure caster, now get at 1st level? They use to get 3-5 spells prepared. With this version, they only get 2 . . .
If a life domain cleric takes Cure Wounds and Healing Word, that is it. Before they could take these, plus Protection from Evil and Good, SHield of Faith and 1 more. Now you feel like a sorcerer.
Smite undead seems clear to me. It doesnt ALSO do the turn it just does the damage instead of turning. Which is pretty good considering its every undead in 30 ft!!! Thats a huge area. So you can do either.
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I was literally wiping my bung-hole when you made the paper comment.
speaking of tempest domain I really hope it doesn't stay basically the same,
I am currently playing on in a campaign and its great fun.
However, they wouldn't get channel divinity until 6 which I think is a lot more balanced for them.
their 3rd level feature would just be a 5ft reaction to an attack which would be awful as an entire feature for your subclass so I would hope this changes. Maybe thunderbolt strike would get moved down to a 3rd level feature but if its usable its very strong if it isn't its kind of dead in the water.
That reaction, call lightning and destructive wave are the only ways to reliably use thunderbolt strike, unless your getting a bonus cantrip from somewhere like a background or a race like a kobold or something. as it only works with lightning damage not thunder.
so I would want to see:
1) a more appropriate additional spells list... thunder wave AND shatter? insect plague? fog cloud AND sleet storm? control water is rather specific? gust of wind? I see a lot of redundancy or hard to use or un fun spells here.
2) a better way to gain access to thunderbolt strike? maybe the shocking grasp cantrip? maybe it works with thunder damage?
Just thinking out loud. But. Paladins get magic through oaths. Which sound like a wisdom thing. And clerics get magic through deity which sounds like a charisma thing
Personally speaking I appreciate the lower energy of this video, thumbs up!
I was really hoping tempest cleric was gonna be in the video, I wanna see my favorite subclass thrive!
Resistance Cantrip casts as a Reaction now... Just Awesomeness! I would actually take that Cantrip now...
This is what it should be. Same with what they did with guidance. Some stuff need fixes but those are great.
@@barcster2003 Agreed. I would legit take these as Reaction spells on Cleric. This will give Clerics something to use their Reaction on.
@@VMSelvaggio I'm just going with it makes these spells useful as a way to potentially mitigate failures.
Well I hope that you do the multiple multi-classing with a person having three or more multi classes and which ones would be the best combination
with the multiclassing section they put in the UA you are actualy encouraed to multiclass 3+ times as you get more skills, and the 1st level spells of ranger and generally stronger early game they are going for. So a Bard, Ranger, Paladin, Cleric would not have much downsides in spell power and the only prerequistes being 13 cha and 13 wis
I'm surprised more people aren't complaining that the subclass channel divinity is pushed to 6th level. I feel like a subclass' unique channel divinity is half the reason you play a particular cleric subclass. I feel you should get that at 3rd level when you get the subclass, even if it bloats 3rd level with a bunch of things.