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====[[Cleric]]==== * Generally got a lot shifted around in some attempt to mirror other classes. ** Domains are now selected at level 3 like other classes instead of being picked out at creation. ** Channel Divinity now works at level 1, with your default options being Turn Undead and a second ability that's essentially Cure/Inflict Wounds except not as a spell, healing or dealing d8xProficiency HP. *** Turn Undead now dazes those that fail the save (except they can still run away). While it can no longer out-right eradicate lesser undead as you level up, it does deal more damage to all undead as it levels up. *** Channel Divinity now has a number of uses a day equal to Proficiency bonus rather than a fixed number based on progression. With the new Channel Divinity feature, this has become absolutely necessary if you want to be anything close to a healer. ** Level 2 gives them a sort-of variant to what Fighting Styles used to be, giving an option between heavy armor and martial weapon proficiency, two skills and +Wis to any checks using those skills, or an extra cantrip and the ability to recover a use of Channel Divinity each short rest. You get to pick a second at level 9. *** This is likely to separate the domains from certain locked archetypes, or other weird ideas like Life Clerics wearing heavy armor despite being medics or Forge Clerics getting heavy armor but no martial weapons. * Blessed Strikes is now default to the class rather than a domain-exclusive deal. * Divine Intervention now has a cooldown of 2d6 days rather than a week, with the capstone feature shortening the cooldown to 2d4 days. * Due to being activated later, Life Domain's first Channel Divinity (the big pool of healing) gets punted further down the progression line. ** This similarly goes without saying, but Cure Wounds is no longer on the domain spells list, and thus makes the domain no longer an absolute auto-pick for a healbot. Life Domain still puts a lot more mileage into heals though.
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