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| #1rookrockJul 04, 2014 6:03:48 | So I was just perusing the spell lists looking for Globe of Invulnerability and saw Guiding Bolt. It is a level 1 evocation Clecic spell. The primary effects are it does 4d6 radiant dmg. Secondary effects are that the next attack against the target haver advantage(or until the end of the caster's turn, whichever comes first.
Doesn't this seem a little crazy at level 1? It means that a level 1 clecic could easily wipe the floor with most CR 1 monsters by himself. Sure the mage has 3d6 from burning hands, but monsters get a save against that!
Still, I'm not crying foul or running around saying the end is nigh. So far I'm still firmly on the side of "D&D 5th rocks". Just curious what others think of this particular prayer. |
| #2Plaguescarred1Jul 04, 2014 6:45:12 | 4d6 seems okay for a single target L1 spell. Burning Hands is an AoE multitarget L1 spell that deal 3d6 in comparaison.
It also deals no damage on a miss. |
| (Reply to #2)rookrock |
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| #4MiladoonJul 04, 2014 6:47:49 | Understand that clerics will have to juggle their attack spells with keeping the other party members alive spells. But yeah, that is a heavy hitter at level one and possibly an enabling spell for those that like to nova, short rest, nova, short rest, nova, short rest. For those players that like Leader style encounter powers! I dunno. |
| (Reply to #4)rookrock |
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| #6GnarlJul 04, 2014 6:51:34 | Looks comparable to other 1st level spells. You need to make an attack roll and you deal no damage on a miss. Burning hand deals 3d6 damage on an area and has 1/2 damage on a successful save. The spell also scales fairly poorly with level (+1d6). It also deals less damage than inflict wound which doesn't have the debuff effect. It might be a bit stronger than inflict wound but it doesn't strike me as overpowered. |
| #7MiladoonJul 04, 2014 6:53:08 |
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| #8PromJul 04, 2014 6:53:33 | Magic Missile doesn't require any attack roll. Guiding bolt can miss it's target, that's the trade-off. Magic missile and Burning hands can hit multiple targets, and Guiding bolt can only hit one target as Plaguescarred has already pointed out.
I would let it run and see if it's really an issue at the table over a length of time, before assessing it's affect on the game. |
| (Reply to #8)rookrock |
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| #10HaytamJul 04, 2014 6:57:19 | Clerics were always very good in dishing out damage to single opponents. They lack crowd control spells since that is wizards job. But in every edition i have played (2,3,3.5) cleric was heavily armored heavy hitting fist of God and that great tradition goes on.
Offtopic,why do people presume that cleric should waste his spells on heals?
He is striker. He hits hard,dishes out damage,he has lots of hp and heavy armor. I see this spell as good opener. Hit him with Guiding bolt and then next round (you have advantage until next attack or end of casters next round) you attack with advantage,so it's maul to the face for another 2d6 :D |
| (Reply to #10)rookrock |
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| #12kev777Jul 04, 2014 7:12:50 | Wow spells are doing serious damage in this edition!
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| (Reply to #11)Haytam |
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| #14MiladoonJul 04, 2014 7:44:23 | I like the idea of alternate healing classes, however, I made my assumption on the only healing class provided so far, and also from 6-8 level playtest experiences. Sometimes healing in combat is the only way to survive. Plus it is a playstyle choice. And I think the way spell prep is handled in this edition allows for ta wide set of playstyles. |