Spells and Rules | Unearthed Arcana: Cleric and Revised Species | One D&D
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- Опубликовано: 30 ноя 2022
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UNEARTHED ARCANA 2022 CLERIC AND REVISED SPECIES
This document is the third in a series of Unearthed Arcana articles that present material designed for the next version of the Player’s Handbook. The material here uses the rules in the 2014 Player’s Handbook, except where noted. Providing feedback on this document is one way you can help shape the next generation of D&D! Inside you’ll find the following content:
Cleric Class. The Cleric Class is available for playtesting, along with one Subclass: the Life Domain. More Subclasses will appear in Unearthed Arcana in the months ahead.
Revised Species. Three revised Species appearin this document: the Ardling, the Dragonborn, and the Goliath.
Rules Glossary. In this document, any term in the body text that is underlined appears in a glossary at the end. The glossary defines game terms that have been clarified or redefined for this playtest or that don’t appear in the 2014 Player’s Handbook.
THIS IS PLAYTEST MATERIAL
This article is presented for playtesting and feedback. The material here is experimental and is in draft form. It isn’t officially part of the game. Your feedback will help determine whether we adopt it as official.
HOW TO PLAYTEST THIS MATERIAL
We invite you to try out this material in play. When you do so, you’re welcome to combine this article with the “Character Origins” (August 2022) and “Expert Classes” (September 2022) articles.
If you do combine this article with any previous one, use only the rules glossary found
here. In the One D&D Unearthed Arcana series, the rules glossary of each article supersedes the glossary of any previous article.
To play with this material, you may either incorporate it into your campaign or run one or more special playtest sessions. For such a session, you may create an adventure of your
own or use a short adventure from a source like Journeys through the Radiant Citadel or
Candlekeep Mysteries.
#onednd #dnd #dungeonsanddragons - Развлечения
Really glad to hear the changes and clarifications to the Influence action! :)
You may have the best attitude of anyone in the public space of d and d towards the play tests. Thank u for staying positive and objective. Love ur content
Hey it Bob
Hey look, its a friendly ranger.
Making spiritual weapon a concentration spell is the worst part of D&D One so far imo. I'm sure there are probably far worse things in these play tests... but as someone who has been playing a Divine Soul every week for almost two years... this and the change to Aid feel like a total gut punch. Do you think your healer doesn't heal enough? Lol... GOOD EFFing LUCK NOW! Maybe my pov is skewed because I have so many offensive options as a Sorcerer, but, Spiritual Weapon was one of my only ways to balance offense and healing at early levels (3-6). Later on, it becomes even less effective, because you can only move it 20' a round anyway. By the time I have 3rd level spells, I'm almost never going to cast it, because I have much better options to use my concentration on. If I have to choose between Spiritual Weapon or Bless, Hold Person, or Spirit Guardians... I might as well not bother. Add in the options I have for concentration spells as a Sorcerer and SW is totally worthless.
And OMFG... Aid is temporary HP now?!?!?!?!!?!!?! Aid is THE best Cleric spell to upcast BECAUSE it isn't temporary HP. As a Divine Soul, upcasting it and extending it with Meta Magic is the #1 benefit I provide my party at 13th level. The changes to these spells totally crush the things that make my character viable.
@@shelbykramer1081 Id rather people be real and could care less if they stay positive. Too many people just agree with WoTC on every change they make. Bob is a good dude tho for sure lol
The update to Resistance actually makes it useful.
Agreed. Hoping for a range increase though
@@Chaosmancer7 ye, I like it but 10feet limits way too much where and when you can use it, differently from the ability checks, where usually the party is near each other, saving throws as mostly used in battle, where the party scatter off to do each their own thing
It might be a decent idea to have the Rules Glossary be it’s own document that is amended each release.
Doing that means people won’t get them mixed up once you have like a dozen of these out.
THIS!
The hardest part of participating in this playtest is trying to keep track of everything (combing through the document looking for minute changes after each iteration is 💀💀💀)
Just one master rulebook that shows what has changed since the last revision? That'd be too perfect :)
It would also be great if they sorted it. A section for spell lists, a section for spells, a section for actions. Not just alphabetical
They could even post it on github or the like to make it easy to look at older versions
Thanks to the ONE team for letting us in on the sausage making.
I hope they revise true strike to be like the new resistance and guidence but only for attack rolls
I was hoping the same thing! True strike could be cool iiiif it wasn't an action 😅
True strike does need some love.
Casting True Strike currently is literally worse than not casting True Strike.
I just worry about the synergy with stuff like Guidance/Resistance and Bardic Inspiration.
I never liked the Rogue having an ability that gave him Resistance without calling it Resistance..
Stacking can get crazy in this game.
This is what PF2E does with True Strike (and its party-wide Level 7 upgrade True Target)-while there’s also something to be said about advantage being WAY less common in that system (and as such more valuable), that it works on any attack roll (including high level spell attack rolls like Polar Ray and Disintegrate) means it actually has a niche.
Of course, it’s also a 1st-level spell in that game that you have to commit a spell slot to use ahead of time, which is probably a big balancing factor. It would also have to be a bonus action by DND standards AND let you cast another leveled spell the same turn to get the same gameplay pattern/niche.
I have 18 5e books on my shelf right now. If the OGL that was leaked today becomes a reality, I'll never buy another WotC or Hasbro product again.
TTRPG's are intrinsically FREE.
What Hasbro doesn't realize is that you can't copyright game rules, and literally everyone can jump ship today and not pay another dime to WOTC. We pay for content when we want to support it, but it's by definition entirely unneeded. And why would I choose to give my money now to a garbage corporation, when I can give my money straight to content creators?
As they attempt to make One DnD a platform like Steam, and try to monopolize the market, they're demonstrating a masterclass in how to alienate literally everyone. And their false assumption of market exclusivity is hilarious.
Would be nice to have a "changed" tag on things that have been updated between UAs
Bottom right corner on page 11 of this UA highlights the changes in the Rules Glossary (under Change Log) if that's what you're referring to
@@marcelw2212 where can I find the new updates. I’m having trouble finding it online
@@justxpedro DnD beyond > Sources > One Dnd > Find the document you want (there are three now, the newest one is called Clerics and Revised Species)> Scroll down to Download PDF > click done.
Spiritual Weapon's saving grace was not requiring concentration. It doesn't do very much damage, the 20ft movement is limiting and can result in plenty of turns where you don't even get to use it, and the upcasting is abysmal. The only reason it was worth using was because you might be able to do something with your bonus action while concentrating on a better spell. Now, the upcasting is a little better, but it's not enough to be worth your concentration. Unless Bless and Spirit Guardians get nerfed into the ground, I can't see any reason to use Spiritual Weapon with this change
Couldn't word it better myself. In no world would I cast Spiritual Weapon over Bless now, and even upcasting Spiritual Weapon to 3rd level it's basically strictly worse than casting Spirit Guardians. Spending my bonus action for a ~60% chance to do 2d8 + 5 damage to one creature vs spending no action to cause all creatures of my choice in a large radius to take 3d8 damage or half that every round... again, essentially worse in every way. Not to mention that SG stays with me at my full movement speed whereas SW lags behind, and SG slows creatures...
I'm really looking forward to seeing new uses for the bonus action. Between dual wielding changes and this, I feel like new toys might be coming to use that slot.
@@broomemike1 I hope so. Cause honestly, doing another bonk isn't the most exciting use for a bonus action anyway imo
Look at it compared to Summon Beast. Similar damage, slower, no HP, takes up no space, and lasts 1/60th the time. NO WAY Spiritual Weapon is worth concentration.
Yeah totally agree,we might let them know in the feedback,we prefer the previous version.
Personally, I'd rather see the Spiritual Weapon issue addressed by going in the exact opposite direction. I'd like to see _more_ spells lose their concentration requirement to match Spiritual Weapon, and not just on Cleric.
As it is, I feel like far too many spells require concentration that don't really need it, and it can make your options feel limited when you lose access to most of your spells because you already have one going. I'd like to see this restriction applied less liberally, as is it seems almost every spell with a non-instantaneous duration requires concentration.
I'm disappointed but not surprised by Spiritual Weapon. It is pretty much a must have for any cleric. Yeah, definite design mistake not making it concentration. It made War Domain kinda not worth having long term. It was pretty strong with having 2 attacks at level 1, but by level 3 the ability can just sit in the corner now that you can get a weapon dealing force damage that can scale with stronger spell slots. Now I suspect War Domain, if it keeps its extra attack going into 3rd level or maybe 6th, will be more worthwhile to have that ability.
Bye bye spirit guardians turn 1,, spiritual weapon+dodge for the rest of the combat. Hello having to make a decision in a combat :)
They could possibly change War domain instead of bonus action attack to be bonus action spiritual weapon without concentration.
@@mogalixir spirit guardians also shouldn't really exist. It belongs more on a real martial like the Paladin, rather than weird dodge spam clerics.
Brilliant! THANK YOU so much for really listening to our feedback and providing more context for your design decisions!!
I am glad to hear the thought process behind these updates.
Drop the OGL changes.
I also like : the new Exhaustion version proposed.
@@romanabanin2216 Not everyone has been on board the whole time, people are allowed to like things.
@@XanderHarris1023 "people are allowed to like things", Not on my internets, they aren't.
'Vecna Lives' & is the Hasbro CEO
Without the once per long rest restrictions on Guidance/Resistance, these spells become essentially automatic +d4 on ability and saving throws. A little much for a cantrip, wouldn't you say?
In combat you can only help one person per turn, and it prevents the annoying bookkeeping or spamming ‘oh I gave them guidance!’ that happens all the time now.
The limited range can certainly be a restriction in those situations too.
It’s still pretty potent like right now but a lot smoother for gameplay. Sounds like a win to me
I agree. They need to be once per ally or proficiency bonus times per day or something. It make no sense for a cleric - who has no other use for their reaction - to basically get a free + 2.5 to all skills and saves
@@jacksonletts3724 1 skill/save per round. Still strong, but not SUPER crazy
now make True Strike a reaction.
Spiritual Weapon gotta get something in exchange for that concentration
It does. The UA version upcasts better, with an additional d8 per level, 5e got d8 for every 2 levels.
@@marianpetera8436 But Upcasting is almost always bad.
@@marianpetera8436 Why would I ever upcast it to 3rd level when I can cast spirit guardians instead?
@@marianpetera8436 okay it still only moves 20ft, when as stated I can cast spirit guardians/shroud for a third level slot
@@waldorffordlaw9529 Might not be that enticed to go near a Rust Monster with those Spirit Guardians... Or high Wisdown enemies.
Spiritual weapon is a backline spell now.
*Looks at the new version of Aid
"HOW DARE!"
Yeah that one seemed fine as it was it didnt need touched. I was honestly feeling the same when I first saw inspiring leader in the old feats it was just aghast
@@RayneGrimm1 I'm guessing they're getting rid of maximum HP increases across the board. Which is fine - temporary HP already serves an analogous purpose. The two are juuuust technically distinct enough to stack with one another, which can feel very exploit-y at times. I just hope the 2024 PHB doesn't contain _too many_ tHP sources. It's not fun when you double-up on tHP, but it hardly ever happened... until Tasha's, which added a ton of new sources.
@@ikaemos I mean I guess so. I've seen. Folks Comebring that this may be them trying to make it simpler for their online system but I still feel like aid was a very minor boost whose benefit was casting it early in the day. Same as with other prep spells like mage armor and death ward
Thank god for the x2 playback speed :)
Using it now.
Thank you for sharing your actual design goals and results!
Making Guidance and Resistance reaction spells is a brilliant idea, as action economy is very tight considering all the options players have. Especially considering the new choices of action introduced in the previous UA, such as Influence.
What I find a bummer is that support role players can't use the spells in advance to prepare their party in case of a dire situation, as the casting requires a reaction rather than an action and is immediately dispensed for the stimulus that prompted the casting.
Maybe you can have some spells be cast more than one way, perhaps 2 ways at most.
You can make the Guidance and Resistance spells be cast as either an action or reaction. Targets of the spells can hold only one casting of each spell at a time. Example: A spellcaster can cast Resistance on a character enchanted with Guidance, now that character is enchanted with both Guidance and Resistance. That same spellcaster can cast Resistance on the same enchanted character, but the casting will override the previous cast, not changing the effects of the previous cast.
You might not agree entirely with this idea, but maybe you could take some elements of this idea into consideration. Such as the double casting choice.
It's a small thing but I'm curious if you'll clarify if the unarmed strikes will allow the effects to be triggered on opportunity attacks. Current edition doesn't allow for things like grapple and shove on opportunity attack but since it is on hit with unarmed strikes in the playtest would they be used
Attack of opportunity allows you to attack a creature. One D&D Unarmed Strike is an attack with several outcomes. Since it is not stated that you cannot select Grapple or Shove as a result when hitting during an attack of opportunity, you can do it
@@LivenPL that's really gonna change how the game works if so. Movement lock down is really dangerous especially as it isn't an apposed roll anymore and is just automatic. Enemies holding pcs who dont use disengage will really remove any desire to. Use movement options. I'll have to mention that in the survey
@@RayneGrimm1 Yeah, grapple is a huge gamechanger. Same with rolling for escaping grapple at the end of turn. In the playtest session I ran a monster with 15ft reach grappled a melee PC. That PC could not effectively attack during their turn (ended up using a spell much weaker than their melee attacks). At the end of turn they escaped grapple. However, since escape occured at the end of turn, they could not move. So the monster just grappled them in that same spot on its next turn... That player was pissed because their character was effectively removed from combat. I described that situation in the last survey
"Spiritual Weapon is complex" Not any more than Extra Attack is.
Spiritual Weapon has a location, speed, and range that's different from yours as a player. It's not as easy as just making another attack.
The only thing that made it complex is having to use your bonus action to move it ONLY 20ft like a hobbled parody of the original beast companion for Rangers.
@@Will_Grey Yeah I'm not really sure why they kept that garbage 20 ft movement speed on it now that it has concentration. Something for the feedback I guess.
They seem to assume new players are retards
@@Constro on that i agree it should be 30 or 40 mov...it does force dmg now and scales better, so i find this oke as its
Love these two together ❤️
*Cantrips and Concentration* : very good news that, in the OneDnD playtest, support Cantrips (like Guidance, Resistance) are Reactions, so no Concentration! Also, the *Channel Divinity* healing (Divine Spark) no longer has the convoluted limit where you had to check if allies were below half their max HP. // *Ritual Casting* : also love that all casters can cast spells as Rituals now without needing a class feature.
- as DM, those are three things I was going to change already !
The half max hp thing is in the Preserve Life feature, and is still there.
yep. As far as I’m aware Divine Spark is an entirely new feature and the half hp healing is only part of Life Domain (why didn’t they just remove that?)
@@exomancer3632 @PortalShock : oh, that is sad/bad. That rule needs to be simplified. It always stalls the game flow and my DMs all rapidly change it.
@@Baraz_Redis it really that hard to calculate?
You’re only changing one number compared to there being no limit
@@Barely_Edited Have you seen how things actually go around the table when you use the Channel heal as written? Player A: OK, so do players B, C, D look like they are below half their HP? b) DM can be vague or players can be more specific. Player A: eh, OK, I give 10 to Player B, 5 to Player C, etc. Players B C D get healed but check that it does not go beyond half their HP. / It is a hot mess that forces the players to give more details than necessary. The designers say they want to avoid rules that slow down the game: this always is a slowdown with this feature. There is no perfect version, but just allow the cleric to heal x max per player instead of checking out-of-character if the other players are damaged beyond 50% of their HP.
It's funny seeing the online reaction to WotC nerfing spells.
Players: The martial vs caster divide is so big in 5e!
WotC: *rebalances certain spells to help lessen the martial vs caster divide*
Players: Oh my god why are you making casters suck!? I need my Spiritual Weapon to not be concentration!
They want Martials raised and care not consequences...
Solution is to buff and rework martials not nerfing casters
@@Apex_Yonko Think about it like this: if you as a player will think that a spell or combination of spells would be unfair if it was used against you, then those spells need to be nerfed and reworked.
@@Apex_Yonko and what about the other casters. Clerics shouldn't have been able to abuse a spell that clearly should have been conc.
Please make True Strike a reaction like Guidance and Resistance!
no way it will become rediculously overused auto advantage all the time..... ugh
Really like the new versions of reaistance and guidance, they will be very good tools for paladins
The attack action equipping section was not clarified at all, it is the same as before in the previous UA even though it is in the changes.
The calcification was that you can equip or unequip one weapon after each attack you make instead of any. Any made it unclear if that included attack from dual wielding or not because they are technically part of one attack. Each means that after every attack roll you can equip or unequip one weapon, every roll, pretty clear.
They changed the word "any" to "each" because "any" wasn't clear if you could swap weapons around once in any location, or any number of times
My big argument about Spiritual Weapon, which will be in the survey as well, is that I believe it's not so complex or powerful as to really require concentration. I believe it's viewed as powerful because of the lack of concentration in current officially-published rules but when you add concentration, it becomes underwhelming and will enter into a similar situation as Resistance currently has. Particularly because SW, even without concentration, isn't really worth upcasting past 3rd level for the extra d8. Clerics feel like they don't get a whole lot in bonus actions and SW in real play doesn't do all that much. You could have powerful combos, like SW and Spirit Guardians, but Spirit Guardians was really the meat of it. SW is just kind of supplemental to allow clerics to stand a little more toe-to-toe with other damage dealers and still doesn't do that much in the way of succeeding at that.
I really do not like the new Prepped spells system. It really limits flexibility
Everyone complaining that they nerfed specific martial abilities and buffed casters always fail to mention this. It's going to be interesting to see what they give the wizard because spell books in this format are kind of useless.
I actually like that they're clearly stating how influencing others via a charisma check is now affected by the targeted creature even if it means older bard memes will no longer work heh
I mean the Dm can always say "this person is not interested in you therefore is not seduced", checks like this have always been able to be hindered by whoever you're trying to convince and in this case, flirt with, not being interested.
what DM wasnt already doing this?
It'd be nice if there was an easy way to find out exactly what changed between playtests. Whether that be a changelog detailing the exact changes or maybe like bolded or highlighted text for the affected text. It'd just be nice to quickly be able to see the differences instead having to hunt for them. Feels kind of like I'm playing spot the difference lol.
There is a change log for the rules glossary. Everything above the rules glossary is more or less new content, so there shouldn’t be much spot the difference there.
Unless you’re talking about being unable to tell what they changed on the ardling and Dragonborn?
@@jacksonletts3724 The changelog doesn't give specifics it simply tells you that there were changes made. You then have go comb through the rules and find what was actually changed. So I have to open both UA Pdfs and find out what was revised myself. But it would be really simple for them to notate what was revised. IE: Light [weapon property] was changed but it doesn't say how it was changed. So I had to open both documents to see what was changed.
@@romanabanin2216 There were changes to the wording or structure of terms in the rules glossary that decides how each rule is used. So it's be nice to actually know what was revised easily. The changelog says changes were made but doesn't say what changes were made. IE: Light [weapon property] was changed but it doesn't say how it was changed. So I had to open both documents to see what was changed. But it would be really simple for them to notate what was revised
Yeah, I think Spiritual weapon's power and complexity is overblown
It's just "spend a resource to unlock a Bonus Action attack for 1 minute"
At low levels its powerful but you don't have many 2nd level slots, at higher levels the damage is much lower, and the only reason for its power is the action econ and conc making it easy to run while also buffing, since the damage does not stay impressive for very long. If you wanted it adjusted, it would be more reasonable to simply lower it to a d6
Agreed, the damage output is fairly mid-tier after a certain point, or you have to burn a higher level spell slot.
I'm not going to lie, I read the title as "spells and runes" and got really excited for some new way to cast spells
if i have extra attack, can i attack with a two handed weapon, unequip it, equip a light weapon, attack with it, then equip a light weapon and attack with it?
RAW seems to be one equip or unequip per attack roll so you could attack with a two handed weapon, unequip, unarmed strike, equip a light weapon (or two with the dual wielder feat) and attack with one or both weapons.
I heard Jeremy say “Spiritual weapon now requires concentration” and my first thought was “Wait it doesn’t already?”
No, that made it so good. Cast and attack with one bonus action, it can fly in any direction, and you can attack with a bonus action for the next 9 turns. No concentration, so you can cast Bless or Spirit Guardians or whatever.
I was very surprised at the new 'Prayer of Healing' in this playtest doc... they combined a 3rd level spell (catnap) with the original 2nd level 'Prayer of Healing' spell, but left it at 2nd level??
It's not as though catnap was worth a third level spell slot. It's a niche spell that almost never saw play even in gritty realism rest rules
Thanks.
I see a lot of people talking about how aid and spiritual weapon got nerfed, which is true.
One thing I’d like to add is that top tier spells from 5e may need to be nerfed to bring martials into closer alignment and to give breathing room for new spell options that were under used before. That’s okay, imo
But neither of them were top tier spells, they were mid tier spells which were just nice to have. They made spiritual weapon essentially useless given bless increases your parties damage output more and is a 1st level spell instead of a second level spell.
@@Missiletainn Easy fix, let's nerf bless too. Single target, upcast for more.
Honestly though, I'd rather have spells that inspire teamplay be stronger anyway.
@@Missiletainn Neither? You mean must pick spell for any cleric for chip damage and one of the best healing spell with great upcasting?
Just buff the martials then. There are no need to nerf things there are not broken. They Just made SW useless now. Just give martials new abillitys, more damage, more tank skills and ur done
@@tiagopedrosa6746 If you keep buffing things will get out of hand, like we saw with Tasha's clerics.
The players need to have good stuff, yes, but If you go the buff only route DMs are going to have a harder and harder time balancing encounters because of power creep.
just one thing pls take the conc on the rangers strikes...or make on par as their counter part (paladin smite spells)
Resistance cantrip change is amazing, probably the most upgraded spell yet.
Hope to see if Blade Ward gets a similar change, though likely the resistance to damage would get nerfed to a flat damage reduction, likely equal to your prof bonus.
i think it will make key saves way too reliable, then DMs will just upgrade DCs or number of attempts, better to keep base saves as is, maybe have resistance give you another chance to save on longer lasting effects
Rip aid and spiritual weapon
Banishment use to be on par with polymorph and resilent sphere in that it's a 4th level save or suck concentration fight that makes one enemy not present in the fight. They can't do anything but the crowd control can't be used to kill them faster without ending it and they won't come back. A caster concentrating on their being one less enemy
And that: was fine. Banishment was only popular cause charisma saves are good and instantly defeating fiends is good, polymorph was popular from the utility and the buff, and resident sphere saw almost no play cause both spells did it better
But now that it has a repeat save its out preformed by first level spell crowd control!
Seriously look at hideous laughter. It's also a first level spell that completely incapacitated a foe until they pass an end of turn repeat save. Except unlike polymorph you CAN kill the enemy while crowd controlled, they just get a chance to escape when you try instead of you not having that option at all. By most accounts that's a more prominent shut down effect. Is the charisma save worth it being 3 levels higher?
Banishment wasn't an overturned spell. It was a c maybe b tier spell, but it just happened to be the only one of the 8 4th level cleric spells that was situational at best in combat. It wasn't prominently overpowered.
Also good luck actually using this to send an impact to the 9 hells when it has to fail a Levin saving throws.
There are other spells that need a nerf on the cleric list. Spiritual guardians should probably upcast an extra dice every 2 levels because as is upcasting it is the best damaging spell, and concentration options spell levels 3-9. But banishment can be left as is
Still not happy with you not being able to use a speed and special speed in the same move. If I'm 10 feet away from a 20 foot wall, I'm not going to wait face to face with the wall like I'm in a line at the airport; it's just me. So, let me climb the wall.
The rules are kinda scattered, but it works.
1) under Climb Speed: "You can use Climb Speed for any normal Speed tasks"
2) under Movement: "climbing and swimming cost 1 extra foot if you Don't use a Special Speed."
Yeah this confused me a ton when it came out.
Turns out there’s a special exception in the climb steppe rules. You can also use a climb speed to walk normally, so you can walk up and start climbing without issue. What you can’t do is walk into a pond and start swimming or combine walking and flying.
Color code what didn't change
Making spiritual weapon require concentration is probably my least favorite change. A cleric is always choosing between a buff, healing, curing, or aiding members of your party and an offensive action. Spiritual weapon allowed for you to engage in combat while doing all your support stuff. The damage was moderate and hardly encounter breaking. Just sad.
i agree 5e clerics get played because you can do both. better to just nerf the dmg.
Clerics probably shouldn't be doing damage anyway. They are HEALERS not fighters, paladins, wizards, or warlocks. They should never have gotten spiritual weapon or guardians.
@Ubiquitous Nuisance Gotta disagree. Clerics need something to do on turns where the party is buffed and high health… which can be a lot of turns
@@ubiquitousnuisance1395 That is wrong and if you weren't a 5e-only scrub you would know this.
Spiritual weapon is the lynchpin to making clerics fun to play in my opinion
I so desperately hope theres finally an additional way to get a tool expertise in the 2024 PHB
???? just use downtime, talk to your DM.literally already in the rules.
Every single background comes with a tool proficiency in One DnD. You want an additional tool proficiency on top of that talk to your DM about using downtime (found in Xanathar's) like Hawk said.
Burn OGL 1.1 Burn it down. Open D&D for all. Stuff this greedy toy company.
Spiritual Weapon shouldn't be concentration, the Cleric has too many concentration spells already and Spiritual Weapon is a pretty mid-tier comparatively. Also, most Clerics don't get an additional attack, so I don't know why its a problem that they can pick one up by cast a second level spell.
Yeah, I get their reasoning, but balance-wise, this is a big debuff. It's already hard to decide whether to go for Bless or Spiritual Guardians of Aura of Life, or or or. With Spiritual Weapon being made into a Concentration spell, that is one thing less that the Cleric gets to do on their turn, because it might require giving up on another spell they're concentrating on, and that removes an option to do something with their otherwise under-utilized bonus action.
@@rootyful And ya know, the damage can be scaled higher, but you're going to be sacrificing a higher level spell slot to get it to that point anyway. Idk, love spiritual weapon and it shouldn't be concentration. Its not Spirit Guardians.
Cleric needs a nerf. They do too much and they shouldn’t compete at all being able to do damage when they already do so much.
@@snoochieboochies2011 IDK, I'm running a cleric RN and there's lots of variation of spells, but the concentration on at least 80% of them keeps the inline.
@@davidpeer5769 but they shouldn't be able to compete in damage if they are also the best healers.
While I am disappointed to see spiritual weapon forcing concentration now, that's only because I wanna min max shadow blade + spiritual weapon lol. Not a bad change at all, I'm just greedy
I wouldn't mind the change, so long as they make a reason to justify using this over, say, Spiritual Guardians in some scenarios. I'll admit it's broken as-is, but if the damage and everything remain the same, but it just gets the "Concentration" tag, that's not exactly a good thing. Like, if it now matches your movement speed, has better damage scaling to make it the single-target concentration spell while making Spirit Guardians the area damage option, and gains advantage against targets who have a hostile next to them to encourage team play and make it hit more reliably, I could see it becoming a genuine "style" choice for players instead of "the worse concentration option."
@@AgentForest should have just taken them off the spelllist. Encourage more spell diversity.
Wish you guys would just say if passive skills are in the game still because the people on reddit are driving me insane with their dribble about "hiding is so OP now cuz it takes an actoin to find them".
The hidden condition ends the second you aren’t behind cover or heavily obscured. In most cases all the enemy has to do is walk around the barrel you’re hiding behind. Once they can see you - meaning you’re not totally obscured by the barrel - you’re revealed. No action required.
Anything not explicitly removed is still present. He said that at the beginning of this video
@@cooperton4949 and people will STILL argue the opposite.
if clerics can use any divine spell, can they cast find steed/find greater steed?
Find Steed is a divine spell so currently, as written, yes. They didn't include Greater Steed in this spell list and it didn't appear in 5e until Xanathar's which uses the 5e class tag to restrict it to Paladins.
UA number 88. Anyone think we will get to UA number 100 before 6th edition gets released?
Changing spiritual weapon to concentration instantly makes it worse, if I'm choosing a damage cleric concentration spell why would I go with limited mobility single target damage when I can Aoe with spiritual guardians and it travels with me?
They made spiritual weapon’s upcasting better, so it’ll be more competitive for hitting just the one target. Lets you steer clear of the danger unlike spirit guardians. There’s still a niche there
You might still take it at levels 3 and 4 when you don’t have spirit guardians or cast it when you’re out if level 3 slots.
That being said, it’s definitely gotten considerably worse. I was barely casting it before and doubt I will even prepare it now.
Sounds like this update has been very... clericfying
I cast Banishment to the Dads plane on you XD
I feel that since they’ve already given the Ardling features based on their animal characteristics, they might as well:
replace the divine magic ability with proficiencies in any two of the following skills: Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, or Survival
rename the Ardling to Beastfolk, or possibly keep it as “Beastfolk” may be regarded as an offensive term
bring back the Aasimar and give them the og Ardling lineages, while allowing them the choice between being half-animal or humanoid angels
This way, people can play strictly animal-like characters, and humanoid angelic or angelic-animal characters
While they’re at it, they can create a fallen lineage for Aasimars (with chill touch, inflict wounds, and the like) and an ascended lineage for Tieflings (basically the “good” Tieflings who have access to sacred flame and healing spells)
So when is True Strike getting removed or made useful?
I really hope Crawford, would consider to re work some previous editions classes for example shadowcaster or daggerspell mage from 3 and 3.5 edition and published for 5e, I really would like all the classes to have little more versatility.
the game is getting even further dumbed down it isn't going to happen.
@@kyotol1ght584 I know.
@@dirmusloner7963 Which is why I have moved on to pf2e.
@@kyotol1ght584I say again, sorry to pf fans but comparing pf to dnd 3 and 3.5 dnd is better at those editions. Pf and pf2 has more much complicated rules for most matters that they don't need to be complicated. If pf and pf2 was more simple in a way to describe rules in a simple way and not complicated so to understand 1 rule you have to read 2 books at least that would solve many many problems
@@dirmusloner7963 At least pf2e has regular releases that add meaningful content to the game. WotC is doing the bare minimum for DnD and it shows in the customisation options for characters.
Banishment is worthless now... Was already hard enough to keep the caster "undamaged" to limit concentration checks, throwing saves on top of that is asinine. Either Concentration or Recurring Saves should be the standard, because having both Concentration and Recurring Saves makes the spell not worth the resource expended.
It's on par with other control spells, vast majority of them require concentration and allow saves at the end of each target's turn and/or is ended upon taking damage. See Fear, Hold Monster, Hypnotic Pattern, Polymorph, Confusion, Slow, and many others.
@@marianpetera8436 I agree, but hypnotic pattern is aoe and 3rd level. As a dm, I love the change of recurring saves but I do think banishment should get something else to put it in the 4th level tier
Banishment was one of the "Save or lose the battle" spells, and one of the best with no save at the end part. Now it is actually ok.
Honestly my big concern with it now other than the save changes which is eh not great is the change in wording that can remove specific species of pc to a random plane affiliated (such as a centaurs are fey)
It targets one If the weakest saves in the game, and other spells also allow some form of recovery.
Removing someone from the battle is a very strong effect. Sometimes, stronger than force cage even.
Why not limit Guidance and Resistance to checks/saving throws that you are proficient in?
That way they are more limited in scope and allow you to provide guidance in things you are good/knowledgeable in.
A Cleric or Druid is wise, and can give others strength in their Wisdom saving throw.
A skill monkey can support others more consistently, giving them a nice tool.
It's a fairly clean wording/restriction that doesn't require any tracking and the limitations of which stay very consistent for a character as they rarely get new proficiencies after lvl 1.
Limiting guidance and resistance to check would be too much of a restriction.
Because if the caster is proficient in a skill they should just use the help action which gives advantage.
As for resistance, sure wisdom and charisma throws would be nice for the martials but isn't going to help with a fireball. Resistance has never seen play at any table I have been at. Why make it less likely to be used if it only covers a 1/3 of saving throws and still only provides a d4? Even with a boosted range, from touch, to 10 feet it is still very limiting.
@@TheDoubleCritical Too much of a restriction? We're talking about two insane CANTRIPS here.
Help Action isn't always available, especially mid combat or when the target already has advantage. And when you do help them you can stack Guidance on that no problem already.
Resistance becomes almost mandatory with this playtest version. It's not merely viable. It needs restrictions.
@@NageIfar Saving throws are already extremely hard to make if you're not proficient in them, and also lets not forget an opportunity cost. A caster could be casting shield/absorb elements. Now making this a really attractive option for martial classes to get wia a Feat I wont deny is pretty strong, but I personally prefer my players to be on a stronger side so icould throw more powerful stuff at them.
@@NageIfar You are aware that Guidance doesn't affect attack rolls, right? It only affects ability checks.
@@digifreak90 I have genuinely no idea where you get the idea from my comment that i'm not?
Will Guiding Bolt now do 10d10 dmg and give the next 3 people advantage please? it isnt overpowered enough yet xD
Yeah all these people whinging about WoTC trying to fix the most broken class and spells, when in reality there should have been more nerfs.
Very snazzy
Spiritual Weapon being concentration will be voted to the ground.
They will listen to some things. Some things are part of the new design and power balance and those things are intended to stay that way. This and removing disciple of life from its synergy with good berry were intentional power balance changes. No one likes how spells are being prepared now and not everyone is a fan of homogenizing of sub class at level 3 and other features but that is what is going to happen, those decisions have already been made are integral to the new overall design. You can give it a low vote and then suggest they increase the power level (2d8 per level?) to justify concentration but they will not remove it.
It would be nice if the designers had a non-Deadbird account to follow.
Really sad to see spiritual weapon getting concentration.
Mostly because I am not a fan of the concentration rule as it is, and how many spells currently have it.
I find it makes spell lists feel really limiting, and can also be a trap for new players - who will grab a lot of concentration spells unknowingly, and then find their choices limited.
I have played around with rules for allowing multiple concentrations to try to stem this - but I would really like to see that rule tweaked.
A request to an NPC should just follow the normal DC for checks rules. Say you are asking the king for aid in your quest against the Lich, a Lich that will eventually consume his kingdom, according to the new rules, this request is harder with a wise king, than with a stupid one. Makes no sense.
Also for whatever reason no social checks are easy, they are just all arbitrarily minimum DC 15. I don't see why that would be, maybe the barbarian wants to convince his barbarian tribe to follow him into battle. Sounds like a DC 10 to me.
The complexities of human interaction cannot be captured in simple, easy to remember rules that will spit out an exact number for you. However, the DM is (presumably) a human, who has practiced human interaction for years, and there is very few checks they are more qualified to set the DC for than the social ones.
If the king needs no convincing, hell's the roll for?
Wouldn't the wise king just help you, no influence action needed?
The DC is there for when It is necessary, not to always be used.
A decent amount I agree with, but the designer's discussions never seem to respect players' intelligence when it comes to bonus actions. Spiritual Weapon was not bogging down or confusing tables. This isn't Stealth mechanics.
Buffed spiritual weapon to nerf it in the ground with concentration?
reaction cantrip? so no reason not to use it basically. always. typically reaction spells are at least lvl 1.
Reaction is still a valuable resource in combat. Would you risk adding d4 to that check or save and leave yourself without Shield or Counterspell for the rest of the round? Depends. Not to say that I dislike this change, quite the opposite. It adds an option for tactical thinking for casters ^^
As a cleric player who LOVES spiritual weapon… yeah I kinda agree it was always weird that it wasn’t concentration 😅
As much as I love being able to double up on spiritual weapon and spirit guardians, I think we (cleric players) all lowkey knew we were getting away with something lol
But now you'll never have a situation where SW is better than SG, hmm? So it went from an okay spell to a bad spell.
@@godminnette2 How about, oh I don't know, when you are bellow level 5?
People acting like lower levels don't exist. Spiritual weapon is long term single target damage for low levels. That's It.
We have Thunderwave, and Shatter. Do you cast those after Fireball? I doubt It. But you kinda need some AoE early game sometimes.
@@yanderenejoyer Exactly. Also, if you're out of 3rd level spell slots (and higher) or if the encounter doesn't seem to need Spirit Guardians because it isn't going to be that tough and you want to save a 3rd level slot for later. Too many players like to blow all their best stuff at the beginning and be like "I need a long rest before we continue".
Not sure guidance needs the boost, it's already a fantastic cantrip without being made basically mandatory. I'd rather see True Strike changed to function in a similar way (+d4 on a failed attack reaction). Aid and Barkskin also seem far too similar, I'd rather see aid have more temp. hp and barkskin gain a rider like a boost to stealth or initiative to make it an ambush setup spell. Prayer of Healing should probably also remain purely healing, triggering short rests feels problematic.
Idk, if you have 10 minutes to cast a spell you would more than likely have enough time for a short rest anyways. Using a spell slot to do a safer SR seems fair enough in a dungeon crawl. I would be careful though with allowing that spell to classes that get spell slots back on short rests
@@nikkothegoblin It feels like a weak way to "fix" the real problem of groups not taking enough short rests, while making the spell more complicated than just healing. Plus unlike Catnap it's not as widely available.
All the hints we got so far about short rest are that it's gonna be for using up HD for regaining health. Most, if not all, abilities we've seen so far, that used to recharge after short rest in some fashion, now come back after long rest, or are reworked: Bardic Inspiration (after lvl 5), Song of Rest is gone / replaced, Channel Divinity, the Healer feat, etc. The big question mark is what will happen to warlocks, obviously. But if the trend continues, and short rest is purely for using HD, it shouldn't be a big issue to have one of them expedited by Prayer of Healing.
guidance can only be used once per rest per person...itsnot problematic
Just heard about the OGL change leak. How about we all get a video of why WOTC is screwing over so many creators?
Spiritual weapon is complex? rrrriiiight...
Finally, some cleric nerfs.
I'm honestly really opposed to needing you "roleplay out" your influence action, even so much as mechanically requiring you to spell out how you attempt to persuade them. Every other check in the game is "I try to do the thing, I roll my dice, the thing happens." I never have my player explain, step by step, how he goes about lifting the log. His barbarian with expertise in athletics knows how to lift a log, and so he does it by rolling dice. The half-elf bard with expertise in persuasion knows how to smooth talk the guard to be let in, even if the socially awkward kid playing out their fantasy of being popular doesn't.
You should read the DMG, it explains how player's approach, description and roleplay can affect the ability check. It's not something new.
@@UniqueMAXPlay I'm entirely aware of how it currently works, and I'd really like it to not continue to do so.
STOP THE OGL 1.1. Best regards from a random dungeon master.
if you change the ogl i am never buying anything d&d related in any way shape or form again. be it books, figures, watching a movie etc.
That's all.
boo on spiritual weapon. you get it at level 5 when people get second attack. clerics especially melee or protection types will have have a damage output where enemies will just ignore you with this change
although i like the change to resistance. hopefully true strike gets some love as well
R.I.P. Spiritual Weapon.
Not playing the new 6th edition, too much corporate baggage...OGL & VTT...I will not get stuck in the Wizard of the Coast/Hasbro monetization.
Even though I may 'like or dislike' (not agree or disagree with) some changes, I REALLY appreciate how every decision has a distinct thought process behind it AND ample room for community feedback. I 'dislike' removing subclasses from level 1/2, but from a gameplay perspective it makes complete sense. I 'dislike' goodberries' not benefitting from life cleric, BUT I love the fact that they didn't intend that from the beginning yet let it remain. I am very impressed so far with the process, and the results. Also, literally everyone can agree that clerics were OP in certain respects (like spiritual weapon).
Yes freaking blast those casters. Let the martials outdamage priests as a baseline please.
Its pretty annoying being in the same party as a Cleric, both sword and board, and he gets to outdamage you while having access to his Full spell list.
@@romanabanin2216 Yes it's like they want to design ONE D&D to make players a one man party and not have other players make up for the weakness or shortcoming of other players in combat.
@@romanabanin2216 Except that is a lie, clerics are just as tanky, If not tankier, than some martials. This is even worse with the Forge Domain, you just outclass martials easily on the front line. You can even Exchange you Channel for more spells If needed, use Scrolls... That slot argument never lands.
We are clearly moving away from short resting stuff, and If this gap sticks around then we have a problem.
@@yanderenejoyer melee clerics was a design mistake. A Cleric shouldn't be in melee, that's the Paladin's job.
@@ubiquitousnuisance1395 I feel they could stay in melee, and It makes sense to with low range support spells. What I dislike is how they can still deal decent damage.
OGL 1.0 no one is fooled
I agree about Spiritual weapon requiring concentration. I think, however; that I'd like to also see some spells lose that requirement. I can't tell you how many times I've passed up a nearly-decent spell because I'd feel like I was a detriment to the party's success by choosing it over other options.
Bless is already super good for the Party, why are you trying to make the Cleric something it's not. Cleric is support, not damage dealer. You didn't pick wizard or warlock, you picked Cleric.
@@ubiquitousnuisance1395 I don't really understand how your reply relates to my comment.
I'm done with WotC. NEVER another penny will I give your company
Seems ppl missed that upcasting Spiritual Weapon gets an extra die of damage per higher slot, rather than every two slots higher. Does that balance the nerf? Ehh, not in my opinion.
I think the issue is that Spiritual Weapon *alongside* a concentration spell was somewhat busted. But spiritual weapon as a lone concentration spell (as presented here) is subpar. Maybe spicing it up - by letting you "move" it to anywhere within its range rather than only 20ft, or something - could be the oomph to keep it relevant?
Spiritual weapon alongside a concentration spell USUALLY requires you to choose what to do with your bonus action. This was designed solely to target spirit guardians, which begs the question: why not just fix spirit guardians?
You guys did a great job with this one. The cleric is bad ass. Changes to the Ardling and Dragonborn very welcome as well. Resistance might low key be my favorite change. I don't know anyone that used that Cantrip.
Awww, no more cleric classic with Spiritual Weapon + Spirit Guardians.
The concentration mechanic needs to be addressed. Such a large swath of the druid and cleric spell list requires concentration that you find yourself wondering why you didn't play a different class.
Why in the world would you cast Spiritual Weapon when Bless has a much greater broad effectiveness?
I mean what’s the alternative? It’s the one feature keeping spellcasters in check
@@Barely_Edited yeah, I'm not sure what that would be. I get why it is there. It just makes me avoid the priest classes
I like the spiritual weapon and aid changes here as a cleric main. These spells don't need to be must-haves and I'm excited for my OneDnD clerics to play differently from my5e ones.
Aid narrows the gap in HP between casters and martials (in terms of percentage) and martials *should* be tankier. Theres a reason temp HP doesn't stack (as much as it sucks when an ally outclasses your temp HP).
Spiritual Weapon in combination with other spells made Clerics incredibly good damage dealers and they really don't need to be. Concentration means you have to focus on single-target damage to be good at it which i approve of. Whether or not it does enough damage to justify concentration is a different story though.
Fellow cleric main, why do you consider it a bad thing that clerics are good damage dealers?
@@theshadowbadger the fantasy if a cleric is being the support, the healer. Also casters should deal less damage to single rarget than a martial
@@theshadowbadger I don't necessarily think clerics should not be able to do damage, but Spiritual Weapon is a low investment early game high damage option that can contribute to effortlessly outclassing martials who have less options in the first place.
I think the strengths of the cleric should be in support and if they're also good at damage then they're either broken or their support is suffering for it.
Clerics built for damage will always have strong non-damage options and that has to be balanced against other damage builds/classes/etc.
@@Constro cleric has aura of life and niche utility
@@theshadowbadger Because they are already great at so many other things that martials can't even attempt to do, why do they also need to be better than martials at doing damage too?
thus far, from what I've seen I'll be sticking with 5th edition.
i get that power creep is a thing ... but what if you play this game for the power fantasy?
clerics were pretty limited before with stuff to do with their bonus action.
To the WoTC employees who are just in it for the love of the game, im sorry.
NO, spell that are "too complex" shouldn't get concentration, that how you create a DAD spell, might has well jut not print it then.
If a spell is too complex and slow down the game, simplify it, make it easier to use.
If you cannot simplify the spell, then make it more potent, more powerful before giving it concentration, in order for it to be worth casting. Sorry if I have to choose between spiritual weapon or spirit Guardian on my cleric (2 concentration spell) 90% of the time I'll cast spirit guardian... making spiritual weapon a dead spell. If you want to give spiritual weapon concentration, you need to give it some utility that will make me want to use it instead of spirit guardian.
Maybe spiritual weapon can count as an allies, for a rogue sneak attack, pack tactic, etc... (and other ability that requires an a ally within 5ft) Maybe the cleric can cast his spell from the location of the spiritual weapon. Now I might cast spriritual weapon instead of spirit guardian
If you really believe that each page of your book is "precious" and should be used, can you at least TRY to balance the option between each other?
I mean why would I play a barbarian past level 8? when by multiclassing to the fighter I'll do everything better (not just damage, I'll do EVERYTHING, social, exploration as well, much better) So all those pages explaining that brutal critical ability are wasted
Why would I play a berserker barbarian when the Totem barbarian is so much better (and for the bonus action attack, I can grab polearm master and get a cool attack)
Why would I play a 2014 original PhB beastmaster ranger? If I want a pet class, I'll play a bard and use my magical secret to grab find familiar and find steed, at least I'll be able to give order to my pets AND use my action for my own. Or I'll play a hunter ranger and cast conjure animal, at least when they die I can resummon them easily.
The elemental monk who thematically was great, but mechanically didn't fit. Let's be honest, when people imagine an elemental monk, most of them imagine Avatar the last air bender. where you punch and a tongue of flame sprouts. When the martial art marries with he elements and everything is fluid. The PhB version is a clunky mess that force you to choose between martial art or casting a spell
Why would I cast TrueStrike. I even tried to find a way to make Truestrike work, the only way I found was a solo rogue at least level 5 (sneak attack 3d6) who focus on strenght and have no dexterity and no proficiency in stealth (making it very unlikely to successfully become unseen). For him doing trueStrike round 1, then attack with sneak attack round 2, is more damage then just attacking twice.
If you want to avoid "unused material" you need to make sure that everything is balance (or at least close enough)
If the enchanter wizard can both recover his spell AND twin cast his hold monster, when the sorcerer need to choose between recovering his spell OR twin cast hold monster... This is a PROBLEM
And I'm not even talking about SCAG where most of the subclass are useless. Some are rich thematically, but mechanically they fail so much
NOOOoooooo Spirtitual Weapon got the
Species is boring. I prefer origins, ancestry or heritage.
Now I need to run a campaign to conceive Vecna to help starving orphans with a divination wizard and The Lucky feat. May the dice forever be not on his side;)
spiritual weapon needs concentration! wth! now all the clerics spells need concentration. all of their spells do! all those wizard, bards, druid summoning and continuing spells before fn now require concentration! clerics are sooooo handicapped already with no low level big hit area of attack spells and everything is concentration so you are stuck one spell per fight! this is such bs!
Everyone else had to use concentration for a sustained damage spell, it's only fair. Clerics shouldn't be allowed to abuse a misprint.