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6/22/2025, 2:08:07 AM
>>95924639
Firstly no, Life gets a constant bonus to all healing from spells cast with spell slots on that turn fucking word salad, grave gets a larger bonus to one specific situation, a downed player, which is a risk and reward.
Life also has a large heal via its channel divinity, which is on a short rest and costs no long rest resources.
>5th level grave cleric casts cure wounds at 3rd level on a downed player
>52 healing (+4 wis mod)
Actually disgusting. But that's overkill for even the average barb of that level, so let's say 2nd level
>36
Still disgustingly huge.
>5th level life cleric Preserves life for 25 healing on a downed player
not as much, but still has all its spell slots, can still do this again, and regain this on a short rest. That's 75 healing for 1 short rest as long as the target is under half hit points, and it's efficient. You can freely split the healing to any other sub 50% HP targets to any creatures within 30 feet, its ranged.
And when you look at healing word, the disparity dwindles.
>5th level grave cleric casts healing word at 1st level on a downed player
2d4+4 healing is 12, substantial, and at second level that's 20 healing which is phenomenal.
>5th level life cleric casts healing word at 1st level on a downed player
2d4+4+3, healing 9-15 which averages about the same. And at second level that's 10-23, which is on average less.
Now you can say "white room" all you'd like, but grave cleric bigf pay off requires
>you to be near a downed player
>a downed player
Which is why I think its bonus healing is fair compared to life.
But when you throw prayer of healing into the mix? or mass healing word healing 2d4+4+5 per target? Life cleric goes hard.
Firstly no, Life gets a constant bonus to all healing from spells cast with spell slots on that turn fucking word salad, grave gets a larger bonus to one specific situation, a downed player, which is a risk and reward.
Life also has a large heal via its channel divinity, which is on a short rest and costs no long rest resources.
>5th level grave cleric casts cure wounds at 3rd level on a downed player
>52 healing (+4 wis mod)
Actually disgusting. But that's overkill for even the average barb of that level, so let's say 2nd level
>36
Still disgustingly huge.
>5th level life cleric Preserves life for 25 healing on a downed player
not as much, but still has all its spell slots, can still do this again, and regain this on a short rest. That's 75 healing for 1 short rest as long as the target is under half hit points, and it's efficient. You can freely split the healing to any other sub 50% HP targets to any creatures within 30 feet, its ranged.
And when you look at healing word, the disparity dwindles.
>5th level grave cleric casts healing word at 1st level on a downed player
2d4+4 healing is 12, substantial, and at second level that's 20 healing which is phenomenal.
>5th level life cleric casts healing word at 1st level on a downed player
2d4+4+3, healing 9-15 which averages about the same. And at second level that's 10-23, which is on average less.
Now you can say "white room" all you'd like, but grave cleric bigf pay off requires
>you to be near a downed player
>a downed player
Which is why I think its bonus healing is fair compared to life.
But when you throw prayer of healing into the mix? or mass healing word healing 2d4+4+5 per target? Life cleric goes hard.
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