SO all clerics start out with Channel Divinity (CD): turn undead. on getting CD at level 2, the cleric can use it once per rest. Then at 5th level the Destroy Undead is available and it says "when an undead fails its save against your Turn Undead feature..." I interpret this to imply the Destroy Undead does require the use of the CD effect and then can't be used again until after a rest period. Then at 10th level a cleric gets Divine Intervention. Is this also a CD effect and thus bound to 1 or 2 uses per rest?
Then we get to life domain clerics - lvl 2 CD: "Preserve Life" clearly is a CD. - lvl 6 "Blessed Healer" is this a CD or not? - lvl 8 "Divine Strike" what about this one? as I read the description t says "once on each of your turns when you hit a target with a weapon attack it does an extra d8 (radiant) damage" If blessed Healer is a CD why does it say "turns". When does the effect stop?
SO all clerics start out with Channel Divinity (CD): turn undead. on getting CD at level 2, the cleric can use it once per rest. Then at 5th level the Destroy Undead is available and it says "when an undead fails its save against your Turn Undead feature..." I interpret this to imply the Destroy Undead does require the use of the CD effect and then can't be used again until after a rest period. Then at 10th level a cleric gets Divine Intervention. Is this also a CD effect and thus bound to 1 or 2 uses per rest?
Then we get to life domain clerics - lvl 2 CD: "Preserve Life" clearly is a CD. - lvl 6 "Blessed Healer" is this a CD or not? - lvl 8 "Divine Strike" what about this one? as I read the description t says "once on each of your turns when you hit a target with a weapon attack it does an extra d8 (radiant) damage" If blessed Healer is a CD why does it say "turns". When does the effect stop?
Divine Intervention is not CD and usable once per long rest unless your god intervenes.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Blessed Healer and Divine Strike are not CD and can be used at any time once you are the appropriate level.
SO all clerics start out with Channel Divinity (CD): turn undead. on getting CD at level 2, the cleric can use it once per rest. Then at 5th level the Destroy Undead is available and it says "when an undead fails its save against your Turn Undead feature..." I interpret this to imply the Destroy Undead does require the use of the CD effect and then can't be used again until after a rest period. Then at 10th level a cleric gets Divine Intervention. Is this also a CD effect and thus bound to 1 or 2 uses per rest?
Then we get to life domain clerics - lvl 2 CD: "Preserve Life" clearly is a CD. - lvl 6 "Blessed Healer" is this a CD or not? - lvl 8 "Divine Strike" what about this one? as I read the description t says "once on each of your turns when you hit a target with a weapon attack it does an extra d8 (radiant) damage" If blessed Healer is a CD why does it say "turns". When does the effect stop?
Only thing that say their channel divinity are channel divinity effects, also destroy undead cleary mentions it only works with turn undead.
I've played wizards exclusively since AD&D. I had to generate a 9th level cleric for a friends one shot. I am impressed by what this class/subclass has to offer. the game is tomorrow and I am looking forward to it.
Clerics can be a lot of fun. I've been playing a Life domain cleric in a weekly game that's been going for three months now and having a blast. Just because you're a healer doesn't mean you can't still kick some ass. Spells like guiding bolt, inflict wounds, and spiritual weapon can swing the course of a battle when used carefully and they can also be upcast to greater effect. A fourth level spiritual weapon will swing for 3d8 damage on your bonus action for ten rounds, for example, and also is not a concentration spell. Support spells like bless and bane can also be very influential because sometimes a d4 really can sway the results of dice rolls enough to make a big difference. And, of course you have your direct healing, condition and curse removal, and such. On top of that, you can still be a decent physical combatant when you aren't casting, and Life domain grants heavy armor proficiency to add to survivability.
Clerics are best played as a Swiss Army knife type class, capable of front line combat, healing, support casting, blasting, and even some non-combat utility (Persuasion and Intimidation are available, plus some utility spells and whatever you might get from your background). In my group's most recent big fight I followed up on a party-mate's high Perception roll with a clairvoyance spell to get a good look at a hostile platoon of orcs that had spotted us from a distant hilltop; it burned a third level spell slot (we were 7th level) but resulted in us setting an ambush and knowing our enemy's numbers and composition, which made the fight a lot easier. During the fight I cast a couple healing spells, plus a dispel magic and a few attack spells (don't underestimate how effective sacred flame can be against any opponents that don't have good Dex saves, in addition to the others I mentioned above). If you're planning to get into the thick of battle a lot I recommend at least considering the feats Resilient (for Constitution, for those saves to maintain concentration) and Warcaster (concentration saves, no need for a free hand, and how's inflict wounds for 3d10 damage [to start] sound for that attack of opportunity on an enemy trying to get past or away from you sound?). Though, even with the benefit of feats, cranking up your Wisdom with ASI is always a good thing for increased spell attack, save DC, and an extra spell to prepare to increase your on hand magical repertoire.
Warcaster (concentration saves, no need for a free hand, and how's inflict wounds for 3d10 damage [to start] sound for that attack of opportunity on an enemy trying to get past or away from you sound?).
Just want to point out that for clerics and paladins you don't really need the "free hand" clause of warcaster. The holy symbol you use as a spellcasting focus can be on your shield. Warcaster is still a great pick, but clerics were made to be able to cast while wielding a weapon and shield straight from level 1.
The holy symbol you use as a spellcasting focus can be on your shield.
Or an emblem worn visibly, I believe.
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
To post a comment, please login or register a new account.
SO all clerics start out with Channel Divinity (CD): turn undead. on getting CD at level 2, the cleric can use it once per rest. Then at 5th level the Destroy Undead is available and it says "when an undead fails its save against your Turn Undead feature..." I interpret this to imply the Destroy Undead does require the use of the CD effect and then can't be used again until after a rest period. Then at 10th level a cleric gets Divine Intervention. Is this also a CD effect and thus bound to 1 or 2 uses per rest?
- lvl 2 CD: "Preserve Life" clearly is a CD.
- lvl 6 "Blessed Healer" is this a CD or not?
- lvl 8 "Divine Strike" what about this one? as I read the description t says "once on each of your turns when you hit a target with a weapon attack it does an extra d8 (radiant) damage" If blessed Healer is a CD why does it say "turns". When does the effect stop?
Divine Intervention is not CD and usable once per long rest unless your god intervenes.
Blessed Healer and Divine Strike are not CD and can be used at any time once you are the appropriate level.
Hope this helps.
Only thing that say their channel divinity are channel divinity effects, also destroy undead cleary mentions it only works with turn undead.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
It helped a bunch. Thanks
I've played wizards exclusively since AD&D. I had to generate a 9th level cleric for a friends one shot. I am impressed by what this class/subclass has to offer. the game is tomorrow and I am looking forward to it.
thanks for you input
Clerics can be a lot of fun. I've been playing a Life domain cleric in a weekly game that's been going for three months now and having a blast. Just because you're a healer doesn't mean you can't still kick some ass. Spells like guiding bolt, inflict wounds, and spiritual weapon can swing the course of a battle when used carefully and they can also be upcast to greater effect. A fourth level spiritual weapon will swing for 3d8 damage on your bonus action for ten rounds, for example, and also is not a concentration spell. Support spells like bless and bane can also be very influential because sometimes a d4 really can sway the results of dice rolls enough to make a big difference. And, of course you have your direct healing, condition and curse removal, and such. On top of that, you can still be a decent physical combatant when you aren't casting, and Life domain grants heavy armor proficiency to add to survivability.
Clerics are best played as a Swiss Army knife type class, capable of front line combat, healing, support casting, blasting, and even some non-combat utility (Persuasion and Intimidation are available, plus some utility spells and whatever you might get from your background). In my group's most recent big fight I followed up on a party-mate's high Perception roll with a clairvoyance spell to get a good look at a hostile platoon of orcs that had spotted us from a distant hilltop; it burned a third level spell slot (we were 7th level) but resulted in us setting an ambush and knowing our enemy's numbers and composition, which made the fight a lot easier. During the fight I cast a couple healing spells, plus a dispel magic and a few attack spells (don't underestimate how effective sacred flame can be against any opponents that don't have good Dex saves, in addition to the others I mentioned above). If you're planning to get into the thick of battle a lot I recommend at least considering the feats Resilient (for Constitution, for those saves to maintain concentration) and Warcaster (concentration saves, no need for a free hand, and how's inflict wounds for 3d10 damage [to start] sound for that attack of opportunity on an enemy trying to get past or away from you sound?). Though, even with the benefit of feats, cranking up your Wisdom with ASI is always a good thing for increased spell attack, save DC, and an extra spell to prepare to increase your on hand magical repertoire.
Just want to point out that for clerics and paladins you don't really need the "free hand" clause of warcaster. The holy symbol you use as a spellcasting focus can be on your shield. Warcaster is still a great pick, but clerics were made to be able to cast while wielding a weapon and shield straight from level 1.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Or an emblem worn visibly, I believe.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.