D&D (2024) 2024 Player's Handbook reveal: "New Cleric"

For me, it just feels so uninspiring and milquetoast. It's a 10th level ability called "Divine Intervention" and it now just amounts to a floating spell slot for that can be cast for a single level 1 to 5 spell. Umm... okay? I think that I would want something a little more inspiring than a glorified extra spell slot.
let's look at what this ability is meant to do.
Have Raise dead always on stand-by.

And that is kind of divine intervention, someone dies and you call your deity to intercede and bring back life into the slain one.

or greater restoration to help that dumb rogue that cant take his greedy hands of every cursed item you find.
 

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For me, it just feels so uninspiring and milquetoast. It's a 10th level ability called "Divine Intervention" and it now just amounts to a floating spell slot for that can be cast for a single level 1 to 5 spell. Umm... okay? I think that I would want something a little more inspiring than a glorified extra spell slot.

Extra spell slot without material components and you can cast stuff that normally would take more then an action like Geas or Planar Binding. It's actually shockingly powerful ability.
 


All I'm hearing here is "glorified spell slot."
maybe so,
but it replaces 20 or so preparation slots from 5th and 4th level cleric spells that you will not have prepared.

it's great versatility on top of not costing components for those few spells where it applies.
 

Extra spell slot without material components and you can cast stuff that normally would take more then an action like Geas or Planar Binding. It's actually shockingly powerful ability.
I don't think anyone is disputing that the new version isn't, overall, a power upgrade on account of being reliable even if the ceiling on the ability is lowered. But by making it reliable, it becomes part of the kit. It is no longer miraculous. No-one is going to tell stories about that time Brianna the Barbarian got herself killed in battle but Cecil the Cleric used Divine Intervention for a raise dead spell to bring her back without spending diamonds. I mean, of course he did.

But if a party member fell in battle in 2014 and the cleric called for a successful divine intervention to bring them back mid-battle... I, for one, would bring them back with full hit points and some form of deity-appropriate buff for the duration of the combat. Since the ability has such a low chance of success, it should pack a mighty punch when it does work.
 

What irritates me a bit is that Clerics and Druids are better at Cantrip Attacks than the Sorcerer and Wizard. Shouldn't they get a similar boost since they are completly dependend on their spells (lower HP and AC) and are considered the offensive spellcasters.

Otherwise I really like the new Cleric. DI might be a bit strong in the hands of a min-maxer, but level 10 is high enough that it might not be that important (there is enough game breaking stuff at that level)
 

maybe so,
but it replaces 20 or so preparation slots from 5th and 4th level cleric spells that you will not have prepared.

it's great versatility on top of not costing components for those few spells where it applies.
Any DM will make it seem more than a glorified spell slot too. D&D is a narrative game where players and DM are crafting a story. Every time divine intervention is used, as a DM, I'd see that as a juicy steak to bite into and create a narrative supporting why its happening.
 

Extra spell slot without material components and you can cast stuff that normally would take more then an action like Geas or Planar Binding. It's actually shockingly powerful ability.
This was pointed out on a reddit thread, and now I'm not so sure about this aspect of it.
  • As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a reaction. You can cast it without spending components or a spell slot.
PT8:
MAGIC [ACTION]
When you take the Magic action, you magic something by casting a spell that has a casting time of an action or by using a feature or Magic Item that requires a Magic action to be activated.

If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot
 


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