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    D&D's Interesting New Class Twists on Druids and Clerics

    17 hours ago

    With more information coming out on the new 2024 update to the Player’s Handbook, D&D and WoTC have gifted players with more, nitty-gritty details on the changes to every class. Druid and Cleric players, specifically, have been eagerly waiting to see how fundamentally changed their favorite classes will be. Hoping, beyond hope, that the changes will be conducive to adding more versatility and viability of certain subclasses -often underutilized. The verdict, however, is a mixed bag.

    Druids

    As one of the most difficult classes to play in D&D Fifth Edition, players often complain about how complicated and unwieldy Druid mechanics can be. To combat this WoTC has revamped Druids, so they are not too dissimilar to Clerics. Players can now choose between a more magic-focused (spellcasting) or melee-focused (martial) playstyle -each with their own perks. A spellcasting Druid allows players to pick up an extra cantrip and grants bonuses to Arcana and Nature checks. Alternatively, a martial Druid can pick up proficiencies in medium armor and martial weapons, like swords, axes, and polearms.

    Wildshape, the Druid’s most utilized mechanic, has received the biggest change in the new update. Unlike previous iterations, their hit point maximum no longer reflects the typical stat block for the animal form players take. Now the Druid’s hit points will be a one-to-one reflection of the character’s hit point maximum when out of Wildshape form. Effectively removing the utility of Wildshape, as the means to extend the character’s survivability in combat, and -ostensibly- negating the tanking Druid playstyle altogether.

    Subclasses for Druids have also seen a hit of the rewriting pen, making them more versatile. The Moon Druid has become more spellcasting-focused, while Circle of the Stars Druids remained the same. A new subclass, Circle of the Sea, was also introduced. It is said to be somewhat like the Circle of Spores subclass but focuses on more aquatic themes.

    Clerics

    Most arguably the one D&D class that so often gets pigeon-holed into the role of the party healer: Clerics were not remotely rendered immune to the new 2024 update. First and foremost, the fundamental core mechanic of subclass (known as Domains) selection has changed. In the previous 2014 edition, Clerics were granted their subclass at level one. In an attempt to equalize the moment of choice between all classes, Cleric players will now have to wait till level three to decide their character’s path of divinity.

    Similar to the changes for Druids, Clerics will have the option to choose between the same two playstyles: Martial or Spellcasting. In these dynamics, a martial Cleric (Protector) will be a more up-front, in-your-face, melee class, while the spellcasting (Thaumaturge) build will ultimately remain the stereotypical long-range DPS caster. Taken as is, these delineations would effectively eliminate the mid-range, versatile playstyle that would normally invoke and utilize both dynamics congruently. Inherent bonuses for the Protector builds are heavy armor and martial weapon proficiencies, while Thaumaturge builds will get an extra cantrip, and proficiencies in Arcana and Religion checks.

    Aside from the playstyle classification, some Cleric abilities have also received a new twist. Channel Divinity now resets on a short rest. Destroy Undead has been replaced with Sear Undead – wherein you deal level-scaling radiant damage to every undead, regardless of their challenge rating. The abilities of Potent Spellcasting and Divine Strike are no longer tied to subclasses and are available for all Clerics. Characters who manage to make it to level twenty will be granted a new capstone: invoking Greater Divine Intervention to cast Wish.

    Domains

    D&D's Life and Light Clerics will stay relatively the same -with only a few minor tweaks to their spell’s availability. War Domain Clerics receive an extra ability that allows the character to make a melee attack as a bonus action after they have cast a spell for their main action -like casting a heal, for example. Blessing of the Trickster, for the Trickery Domain, now lasts until the next long rest, instead of only an hour. At higher levels, Invoke Duplicity gives both the Cleric and their party members an advantage in combat, so long as they stay within range, and will heal the party once the spell fades.

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    The article was originally written by Nicole Lent


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