My player just pulled this move on me today, the new Prayer of Healing gives anyone within 30ft the effect of a Short Rest and 2D6 hit points (and is a solid out of combat spel). The new Divine Intervention lets you cast any Cleric spell of 5th level or lower as an action.
Any Cleric can now, from level 10 onwards give their entire party a short rest in the middle of combat at the cost of one action!!!!
Indeed when your god intervene on your behalf it may specifically supercede general rules for Short Rest, Longer Casting Time etc and grant 2d8 hit points on top.
While this is strong, a character can only benefit from prayer of healing once per day, which means if DMs run days properly (and not giving a silly amount of long rests) then this trick basically only happens once about every 6~8 encounters in a dungeon. With many dungeons being 6~8 dungeons, that is going to be once per dungeon. Bigger dungeons it could get more but then the party needs legitimate long rests.
Doing a long rest more often than 6-8 encounters is not silly, it's how the game is generally played - including the published adventures. The game - especially with it being the 10-year update, so plenty of time and experience with it - should be balanced for how it's played, not based on a minor note that a lot of people miss. I'm not saying it's unbalanced, I haven't had the chance to make a proper assessment yet, just that it needs to be assessed in the context of how the game is actually played, not "per 6-8 encounters".
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.
It's a useful refresh, but it's also a matter of timing- short rests only work on creatures with at least 1 HP, so you'd need to time it for when group HP is low but before bodies start dropping. Also, unless we have an official clarification, I find the wording a little ambiguous as to whether it resolves the spell in a single action, or just begins the cast.
Really, the bigger issue I'm seeing here is that it completely bypasses the M component on Raise Dead, which is supposed to be one of the big brakes on when it can be used. IMO they should change the limitation to "Cleric spells with a casting time of 1 Action or Bonus Action"; still lets them whip out a free Greater Restoration, but means the DM doesn't have to go out of their way to chunky salsa every body they want to actually stay dead from level 10 on. And that's not even getting into all the shenanigans someone can try with Hallow.
Divine Intervention lets you cast Prayer of healing as part of the magic action, but that is no different from using your magic action to cast Prayer of healing normally (other than the specifically enumerated exceptions like not requiring the spell to be prepared, not requiring material components and not spending a spell slot)
In both cases the cast time rules come into effect requiring you to continue using Magic actions for the next 99 turns and maintaining concentration.
I'm not convinced that means that they didn't intend, or even that the RAW means that you don't cast the spell in a single turn. I'm also in agreement with TAoR that Raise Dead becomes problematic with this feature - regardless of whether it takes 1 Action or 10 minutes. That M component is how the DM makes it meaningful that someone dies but the spell still available.
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.
My player just pulled this move on me today, the new Prayer of Healing gives anyone within 30ft the effect of a Short Rest and 2D6 hit points (and is a solid out of combat spel). The new Divine Intervention lets you cast any Cleric spell of 5th level or lower as an action.
Any Cleric can now, from level 10 onwards give their entire party a short rest in the middle of combat at the cost of one action!!!!
Cleric, the Warlocks and Monks new best friend.
Indeed when your god intervene on your behalf it may specifically supercede general rules for Short Rest, Longer Casting Time etc and grant 2d8 hit points on top.
While this is strong, a character can only benefit from prayer of healing once per day, which means if DMs run days properly (and not giving a silly amount of long rests) then this trick basically only happens once about every 6~8 encounters in a dungeon. With many dungeons being 6~8 dungeons, that is going to be once per dungeon. Bigger dungeons it could get more but then the party needs legitimate long rests.
Doing a long rest more often than 6-8 encounters is not silly, it's how the game is generally played - including the published adventures. The game - especially with it being the 10-year update, so plenty of time and experience with it - should be balanced for how it's played, not based on a minor note that a lot of people miss. I'm not saying it's unbalanced, I haven't had the chance to make a proper assessment yet, just that it needs to be assessed in the context of how the game is actually played, not "per 6-8 encounters".
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.
It's a useful refresh, but it's also a matter of timing- short rests only work on creatures with at least 1 HP, so you'd need to time it for when group HP is low but before bodies start dropping. Also, unless we have an official clarification, I find the wording a little ambiguous as to whether it resolves the spell in a single action, or just begins the cast.
Really, the bigger issue I'm seeing here is that it completely bypasses the M component on Raise Dead, which is supposed to be one of the big brakes on when it can be used. IMO they should change the limitation to "Cleric spells with a casting time of 1 Action or Bonus Action"; still lets them whip out a free Greater Restoration, but means the DM doesn't have to go out of their way to chunky salsa every body they want to actually stay dead from level 10 on. And that's not even getting into all the shenanigans someone can try with Hallow.
Divine Intervention lets you cast Prayer of healing as part of the magic action, but that is no different from using your magic action to cast Prayer of healing normally (other than the specifically enumerated exceptions like not requiring the spell to be prepared, not requiring material components and not spending a spell slot)
In both cases the cast time rules come into effect requiring you to continue using Magic actions for the next 99 turns and maintaining concentration.
I'm not convinced that means that they didn't intend, or even that the RAW means that you don't cast the spell in a single turn. I'm also in agreement with TAoR that Raise Dead becomes problematic with this feature - regardless of whether it takes 1 Action or 10 minutes. That M component is how the DM makes it meaningful that someone dies but the spell still available.
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.