hello good, this divinity is especially ambiguous when reading it and gives room to various interpretations.
-the cleric becomes an unstoppable being who can go where he wants and heal as many people as he wants along the way basically as a massive heal if the party is not in a place with enormous space.
-or the cleric becomes an unstoppable being who can go wherever he wants to heal a specific creature.
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
The cleric does not become unstoppable and can't just go wherever they want. The movement capabilities of the CD are as follows:
The cleric can move up to their speed as an action, which is similar to but different from the Dash action.
During the movement generated by that action, they do not provoke OAs, exactly as if they had Disengaged (if it matters, they did not Disengage - the CD is the source of their rule preventing OAs, not the Disengage action).
The cleric can heal as many creatures as they get within 5 feet of during the action.
Each creature being healed can only be healed once by the action during the action.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dash as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
The cleric does not become unstoppable and can't just go wherever they want. The movement capabilities of the CD are as follows:
The cleric can move up to their speed as an action, which is similar to but different from the Dash action.
During the movement generated by that action, they do not provoke OAs, exactly as if they had Disengaged (if it matters, they did not Disengage - the CD is the source of their rule preventing OAs, not the Disengage action).
The cleric can heal as many creatures as they get within 5 feet of during the action.
Each creature being healed can only be healed once by the action during the action.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dodge as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
Not sure how you get 66 people who all must occupy their own 5 foot squares in range with 30 feet of movement (you don't benefit from your normal action during the CD) nor how the Dodge action would help with that in any way...
Does this spell differentiate between allies and enemies, or is it any creature that stands in the way? This spell is then a lantern that you turn on and off at will, or is it that only allies can benefit from that miraculous healing aura?
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
The cleric does not become unstoppable and can't just go wherever they want. The movement capabilities of the CD are as follows:
The cleric can move up to their speed as an action, which is similar to but different from the Dash action.
During the movement generated by that action, they do not provoke OAs, exactly as if they had Disengaged (if it matters, they did not Disengage - the CD is the source of their rule preventing OAs, not the Disengage action).
The cleric can heal as many creatures as they get within 5 feet of during the action.
Each creature being healed can only be healed once by the action during the action.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dodge as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
Not sure how you get 66 people who all must occupy their own 5 foot squares in range with 30 feet of movement (you don't benefit from your normal action during the CD) nor how the Dodge action would help with that in any way...
Dodge was a typo for Dash - I fixed it. If the cleric walks in a 30 foot straight line, there are 30 grid spaces on each side of the line, so 60, plus one at either end, so 62, and then the 4 spaces to the left and right of the end spaces. 66. I actually low-balled the number - if you walk 30 feet diagonally, you can squeeze out additional healing. I think it comes to... 124 surrounding spaces. Math goes up again if you can fly, of course.
Does this spell differentiate between allies and enemies, or is it any creature that stands in the way? This spell is then a lantern that you turn on and off at will, or is it that only allies can benefit from that miraculous healing aura?
It's not a spell.
It does not differentiate between allies and enemies - the cleric can heal any creatures the cleric wants to.
You can heal targets or not individually, choosing for each creature you move near whether or not it is healed without impacting your decision for any other creature.
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
The cleric does not become unstoppable and can't just go wherever they want. The movement capabilities of the CD are as follows:
The cleric can move up to their speed as an action, which is similar to but different from the Dash action.
During the movement generated by that action, they do not provoke OAs, exactly as if they had Disengaged (if it matters, they did not Disengage - the CD is the source of their rule preventing OAs, not the Disengage action).
The cleric can heal as many creatures as they get within 5 feet of during the action.
Each creature being healed can only be healed once by the action during the action.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dodge as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
Not sure how you get 66 people who all must occupy their own 5 foot squares in range with 30 feet of movement (you don't benefit from your normal action during the CD) nor how the Dodge action would help with that in any way...
Dodge was a typo for Dash - I fixed it. If the cleric walks in a 30 foot straight line, there are 30 grid spaces on each side of the line, so 60, plus one at either end, so 62, and then the 4 spaces to the left and right of the end spaces. 66.
Well, that is completely wrong. Each square is 5 feet so if you walk 30 feet, that's six squares on each side. And again, Dashing or moving normal doesn't help with this CD.
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
The cleric does not become unstoppable and can't just go wherever they want. The movement capabilities of the CD are as follows:
The cleric can move up to their speed as an action, which is similar to but different from the Dash action.
During the movement generated by that action, they do not provoke OAs, exactly as if they had Disengaged (if it matters, they did not Disengage - the CD is the source of their rule preventing OAs, not the Disengage action).
The cleric can heal as many creatures as they get within 5 feet of during the action.
Each creature being healed can only be healed once by the action during the action.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dodge as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
Not sure how you get 66 people who all must occupy their own 5 foot squares in range with 30 feet of movement (you don't benefit from your normal action during the CD) nor how the Dodge action would help with that in any way...
Dodge was a typo for Dash - I fixed it. If the cleric walks in a 30 foot straight line, there are 30 grid spaces on each side of the line, so 60, plus one at either end, so 62, and then the 4 spaces to the left and right of the end spaces. 66.
Well, that is completely wrong. Each square is 5 feet so if you walk 30 feet, that's six squares on each side. And again, Dashing or moving normal doesn't help with this CD.
Assuming the people are lined up, and occupy a full 5ft square (nothing really requires this) then you could, with a 30ft move speed... you could heal 25 people.
xxxxxxxxx
YAoooooBY
zzzzzzzzz
A is your starting square, B your ending square. o is your intermediary path between the points (who have people in them that are healed) So 5 you pass directly through. But, it is within 5 ft of, so we look at ALL squares that are adjacent to any part of this path. That's one to the left and right of your starting position (the Ys). plus everything above, the 9 Xs, and below, the 9 Zs.
5+2+9+9= 25
Now, if you could stack these people, of have you travel a tightrope and these people on elevated platforms, you could ramp the number of targets up even further by getting in some of that sweet Z-axis action. But, yeah, assuming a level surface and people just standing there: 25.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Assuming the people are lined up, and occupy a full 5ft square (nothing really requires this) then you could, with a 30ft move speed... you could heal 25 people.
xxxxxxxxx
YAoooooBY
zzzzzzzzz
A is your starting square, B your ending square. o is your intermediary path between the points (who have people in them that are healed) So 5 you pass directly through. But, it is within 5 ft of, so we look at ALL squares that are adjacent to any part of this path. That's one to the left and right of your starting position (the Ys). plus everything above, the 9 Xs, and below, the 9 Zs.
5+2+9+9= 25
Now, if you could stack these people, of have you travel a tightrope and these people on elevated platforms, you could ramp the number of targets up even further by getting in some of that sweet Z-axis action. But, yeah, assuming a level surface and people just standing there: 25.
Moving through another creature's space is difficult terrain which will reduce the number of people you can reach, not increase.
So the max number of people you can reach (without stacking) is 2 for every 5 feet of movement, +5 at your starting space, +3 at the end. Or (2/5)[speed]+8 (20 people with speed 30).
Using stacking (hammocks or something) and a tightrope/bridge/flight for maximum munchkin healing you add 6 more for every 5 feet of movement +12 at starting space and +6 in reach at end. Or (8/5)[speed]+26 (54 people with 30 speed).
I am already clear about all the points that you do not specify in the description of this divine channeling, it still seems very OP for the level in which it is unlocked and knowing that at level 6 you could do that 2 consecutive times, which is a very great cure.
But at least it is already clear to me how it works.
Using stacking (hammocks or something) and a tightrope/bridge/flight for maximum munchkin healing you add 6 more for every 5 feet of movement +12 at starting space and +6 in reach at end. Or (8/5)[speed]+26 (54 people with 30 speed).
Well, for really maximal healing, should you need to heal a whole crowd, just pack them in tighter than 1 person per 5ft square. That's perfectly valid, you can physically fit a lot of people in a 5ft cube. A 200lbs person is just under 25 gallons, and you could cram 935 gallons in a 5ft cube. Now, obviously we haven't blended up our targets into a paste first, so they wont perfectly fill these cubes like a liquid. But even reasonably cramped at a 50% person to air ratio, we can squeeze about 19 people per square. This would be a lot like the first row at a concert, but, everyone would still be eligible. So you could heal hundreds.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I am already clear about all the points that you do not specify in the description of this divine channeling, it still seems very OP for the level in which it is unlocked and knowing that at level 6 you could do that 2 consecutive times, which is a very great cure.
But at least it is already clear to me how it works.
Well, it is positioning dependent (due to the distance and travel line description), and it is highly unlikely you are using it on more people than your own party. This is the cleric's "signature" ability, so it is going to be powerful. plus, the healing is 2d6 + WIS, so even at mas WIS thats an average of 12 hitpoints (and a range of 7-17), At level 2 that could get someone to full health, but at level 6? a lot of creatures you would fight at that level could wipe out that gain in one turn.
Plus, this resource is used also with turn undead, so it is not necessarily going to be the better of the options you have for that resource.
Rollback Post to RevisionRollBack
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hello good, this divinity is especially ambiguous when reading it and gives room to various interpretations.
-the cleric becomes an unstoppable being who can go where he wants and heal as many people as he wants along the way basically as a massive heal if the party is not in a place with enormous space.
-or the cleric becomes an unstoppable being who can go wherever he wants to heal a specific creature.
Please could you clarify this spell for me?
I'll do my best, since I'm really not sure I understood what about the CD is confusing you.
I hope that covered it. From a tactical analysis perspective, the heal isn't massive - it's about 3 less healing per target than Mass Cure Wounds, with inferior range but a superior cap on target count (if you can convince them to line up to get healed, you can slap 66 commoners with healing if you're movement 30, 126 if you can Dash as a bonus action) - i.e. you can heal many targets, but each target's healing isn't humongous.
Not sure how you get 66 people who all must occupy their own 5 foot squares in range with 30 feet of movement (you don't benefit from your normal action during the CD) nor how the Dodge action would help with that in any way...
Does this spell differentiate between allies and enemies, or is it any creature that stands in the way?
This spell is then a lantern that you turn on and off at will, or is it that only allies can benefit from that miraculous healing aura?
Dodge was a typo for Dash - I fixed it. If the cleric walks in a 30 foot straight line, there are 30 grid spaces on each side of the line, so 60, plus one at either end, so 62, and then the 4 spaces to the left and right of the end spaces. 66. I actually low-balled the number - if you walk 30 feet diagonally, you can squeeze out additional healing. I think it comes to... 124 surrounding spaces. Math goes up again if you can fly, of course.
Well, that is completely wrong. Each square is 5 feet so if you walk 30 feet, that's six squares on each side. And again, Dashing or moving normal doesn't help with this CD.
Assuming the people are lined up, and occupy a full 5ft square (nothing really requires this) then you could, with a 30ft move speed... you could heal 25 people.
A is your starting square, B your ending square. o is your intermediary path between the points (who have people in them that are healed) So 5 you pass directly through. But, it is within 5 ft of, so we look at ALL squares that are adjacent to any part of this path. That's one to the left and right of your starting position (the Ys). plus everything above, the 9 Xs, and below, the 9 Zs.
5+2+9+9= 25
Now, if you could stack these people, of have you travel a tightrope and these people on elevated platforms, you could ramp the number of targets up even further by getting in some of that sweet Z-axis action. But, yeah, assuming a level surface and people just standing there: 25.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Moving through another creature's space is difficult terrain which will reduce the number of people you can reach, not increase.
So the max number of people you can reach (without stacking) is 2 for every 5 feet of movement, +5 at your starting space, +3 at the end. Or (2/5)[speed]+8 (20 people with speed 30).
Using stacking (hammocks or something) and a tightrope/bridge/flight for maximum munchkin healing you add 6 more for every 5 feet of movement +12 at starting space and +6 in reach at end. Or (8/5)[speed]+26 (54 people with 30 speed).
Thank you all!
I am already clear about all the points that you do not specify in the description of this divine channeling, it still seems very OP for the level in which it is unlocked and knowing that at level 6 you could do that 2 consecutive times, which is a very great cure.
But at least it is already clear to me how it works.
Well, for really maximal healing, should you need to heal a whole crowd, just pack them in tighter than 1 person per 5ft square. That's perfectly valid, you can physically fit a lot of people in a 5ft cube. A 200lbs person is just under 25 gallons, and you could cram 935 gallons in a 5ft cube. Now, obviously we haven't blended up our targets into a paste first, so they wont perfectly fill these cubes like a liquid. But even reasonably cramped at a 50% person to air ratio, we can squeeze about 19 people per square. This would be a lot like the first row at a concert, but, everyone would still be eligible. So you could heal hundreds.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Well, it is positioning dependent (due to the distance and travel line description), and it is highly unlikely you are using it on more people than your own party. This is the cleric's "signature" ability, so it is going to be powerful. plus, the healing is 2d6 + WIS, so even at mas WIS thats an average of 12 hitpoints (and a range of 7-17), At level 2 that could get someone to full health, but at level 6? a lot of creatures you would fight at that level could wipe out that gain in one turn.
Plus, this resource is used also with turn undead, so it is not necessarily going to be the better of the options you have for that resource.