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One D&D: Cleric, Druid, and Paladin

One D&D: Cleric, Druid, and Paladin

I haven’t updated this blog recently after locking down the hatches for big changes due to the news of Wizards of the Coast attempting to rollback D&D’s Open Game License (OGL). For the sake of my heart and my head, I didn’t cover the events and changes associated with the attempted change, since there were a lot of voices clambering over each other to get a word in. While the OGL is, thankfully, remaining intact, the One D&D changes are still being rolled out on a playtesting basis on D&D Beyond. Recently, they released changes to Cleric, Druid, and Paladins, as well as confirming the already simmering changes regarding the use of ‘species’ as opposed to ‘race’ for the playable characters in the game. 

To save on some space I decided to combine this content for review and commentary. As an aside, while the Cleric PDF contained a couple changes to some of the playable Species options, I’m going to wait until a few more Species are out with changes and combine them in their own article. Know that the Cleric’s PDF has changes for Ardling, Dragonborn, and Goliath. If you’d like to read all the content yourself, you can join the playtesting on D&D Beyond and check out the PDFs. You can also look at my other articles on Expert Classes and Character Changes for summaries of the previous content. While these current two PDFs contain rule changes, a lot of it is repeated from previous releases, so I’ll only detail new content here!

Cleric 

The Cleric is the first entry in the Priest category of a new sorting system One D&D introduced early in the playtesting rollout. Priests are described as ‘stewards of Divine and Primal magic, focusing on healing, utility, and defense.’ Given the Cleric’s traditional playstyle, this description fits pretty well. Here’s a list of the notable changes: 

  • Level Progression. The levels the Cleric earns certain abilities has changed slightly. They now get Channel Divinity at Level 1 instead of Level 2, and their Subclass is picked at Level 3. This seems to be an effort to make the choice of subclass being the same level for every class. Consequently, Subclass features are now received at Levels 3,6,9, and 14, as opposed to 2,6,8, and 17. Another consistent change to all classes is the Capstone (Level 20) being an Epic Boon.

  • Channel Divinity. This ability functions basically the same way, however, two major changes: 1. An additional use outside of the unique Subclass option and 2. The number of uses in the original document was up to your Proficiency Bonus, however, since the release of the Druid/Paladin PDF, the developers noted this was too many uses, and they will instead follow a progression of 2 uses at Level 1, 3 at Level 4, and 4 at Level 10. 

    • Divine Spark. As a Magic Action, you point your Holy Symbol at another creature you can see within 30 ft of yourself and focus divine energy at them. Roll a number of d8s equal to your Proficiency bonus and add them together. You either restore Hit Points equal to the number rolled or force the creature to make a Constitution Saving Throw. On a failure, the creature takes Radiant damage equal to the number rolled. On a successful save, they take half as much damage (rounded down.) 

    • This change is likely to both give the Cleric a more versatile way to use their Channel Divinity, as well as give a form of inherent healing, in case said Cleric wants to lean more into the martial side of their class. 

    • As a minor point: Turn Undead now specifies that Undead affected by it are in the Dazed condition, which I will detail in the rules section of this article. 

  • Holy Order. This is an interesting addition that is granted at Level 2. A Holy Order is basically extra perks gained depending on the category that’s picked between Protector, Scholar, and Thaumaturge. You’re allowed to grab a second of these options at Level 9. 

    • Protector grants Martial weapon proficiencies as well as Heavy Armor Training. 

    • Scholar grants two extra skill proficiencies between Arcana, History, Nature, Persuasion, and Arcana. Whichever ones you pick, if you roll for it, you can add your Wisdom modifier in addition to other modifiers it already has. 

    • Thaumaturge grants an extra Cantrip (or 0-Level Spell, as they call it.) You also regain a use of Channel Divinity when you take a Short Rest. 

  • Smite Undead. Granted at Level 5, Destroy Undead has shifted to instead Smite Undead. When an Undead is affected by Turn Undead, regardless of CR, you roll d8s equal to your Proficiency Bonus and deal the number rolling in Radiant damage to them. 

  • Blessed Strikes. Previously known as Divine Strike and Potent Spellcasting depending on Subclass, the old, default Level 8 features are now granted at Level 7 regardless of Subclass, and have been combined. Blessed Strikes allows you to add a d8 of Radiant damage to any weapon attack, as well as any successful, damaging Cantrip. You can only do this once per turn. 

  • Divine Intervention. This reads the same, but now, it’s granted at Level 11 instead of 10, and instead of waiting 7 days between successful uses, it’s 2d6 days. Additionally, since all Capstones are now Epic Boons, Greater Divine Intervention is now granted at Level 18, and the time between successes is reduced to 2d4 days. 

The PDF included a new version of the Life Domain as an example of a new Subclass. While the abilities appear to be largely the same, because of the changes to Level Progression, they’re granted a lot later down the line: 

  • Domain Spells. The number of granted Domain spells has reduced from 10 to 8 spells. They are granted at Levels 3, 5, 7, and 9, and only go up to 5th Level casting. A couple of the spells granted have been swapped out as well. Spiritual Weapon is swapped for Prayer of Healing at Level 3, both spells at Level 5 have been swapped to Mass Healing Word and Revivify, Guardian of Faith has been replaced with Aura of Life at Level 7, and Raise Dead has been swapped with Greater Restoration at Level 9. 

  • Disciple of Life. This ability is the same, but is granted at Level 3 instead of Level 1. 

  • Preserve Life. This Channel Divinity is the same, but is granted at Level 6, rather than Level 3. 

  • Blessed Healer. This ability is the same, but is granted at Level 10, rather than Level 6. 

  • Supreme Healing. This is the one ability that is granted earlier rather than later! Instead of 17th Level, this ability is granted at 14th Level. 

Impressions. The consistent Level Progression across classes is likely an effort to minimize Reddit-worthy builds where 1st Level subclasses are combined with 3rd level ones from other classes, resulting in powerful builds. It can also be just as a means to make things more streamlined (as 5th edition prides itself in.) Personally, I feel Divine Spark is pretty extraneous as an option for Channel Divinity, but was likely granted since now Subclass Channel Divinities aren’t granted until Level 6. The biggest change is everything (other than the final Subclass feature) just taking longer to get to, which may bum some folks out, but I don’t detect any major balance concerns here. I think they’re fine changes, but I could also see them as unnecessary ones. 

Druid 

The changes to Druid made some waves in fan communities, which I’m not surprised about. This class got the harshest overhaul by virtue of its core ability being completely changed. They have shifted Druid to appear and progress a lot more like the above Cleric, with Wild Shape getting the biggest change into a Channel Divinity-like ability. This will be a hefty section. 

  • Level Progression. Much like Cleric, the Druid’s Level Progression was changed to have the Subclass granted at Level 3 instead of Level 1. So! Exact same description as above: Subclass features are now received at Levels 3,6,9, and 14, as opposed to 2,6,8, and 17. Naturally, this knocks all the other abilities around too, which I’ll note as I get to them. 

  • Channel Nature. This is where we get to the rework of Wild Shape. At Level 1, this ability allows for Wild Shape, and then one special transformation dictated by your Druid Subclass. Channel Nature, by default, has two uses of. This increases to 3 at Level 4 and 4 at Level 10. 

    • The actual transformation into and out of Wild Shape is the same, as well as whether or not what you’re wearing and carrying morphs with you or drops from you. However, what you can change into has been radically changed. Now, instead of picking any Beast up to a certain CR, you choose a default statblock called ‘Animal of the Land.’ While you can choose the appearance of the animal as long as it’s land-based, any animal you choose has the same size (Small, Medium, or Large) and stats (which adjust with your Wisdom modifier.) This form can’t have a climb speed or multiattack until Level 5. At Level 7, you can turn into an ‘Animal of the Sea’, and at Level 9, you can turn into an ‘Animal of the Sky’ – this grants the swimming and flying speeds respectively. 

      • There are small changes between the forms respective to their forms. The Land form has the most default health and strongest attacks, the Aquatic form is kind of in the middle with an amphibious trait and a decent attack, and the Flying form is highly dexterous and perceptive but with the lowest health and attack. 

    • At Level 2, you can also use your Channel Nature in two other ways: a free casting of Find Familiar (though the familiar is by default Fey and disappears at the end of a Long Rest), and an ability called Healing Blossoms. This ability is a 10 ft. aura cast within 30 ft of you that distributes health rolled from a number of d4s equal to your Wisdom Modifier to anyone in the aura. Much like a Paladin’s Lay on Hands, health given is subtracted from the total. So, if you have two people in the aura and roll 4 on a d4, you can give one 4 hit points, both 2, etc etc. 

  • Drudic is given a bit more description as hidden messages in nature. Anyone who knows Drudic automatically spots the message and knows the meaning, whereas anyone else can make a DC 15 Investigation check to spot the message, but can’t translate it without magic. 

  • Tiny Critter. At Level 11, any of the Wild Shape forms can now be Tiny, but for no longer than 10 minutes. 

  • Alternating Forms. At Level 13, while Wild Shaped, you can move in and out of the same form for the duration of that use of Wild Shape, using a Bonus Action to switch between forms. These switches don’t count as Wild Shape uses. 

  • Wild Resurgence. At Level 15, whenever you use your Channel Nature to Wild Shape, you can also use Healing Blossoms at the same time. 

  • Beast Spells. At Level 17, you can cast spells while Wild Shaped, as long as they don’t have a Material Component with a gold cost. 

The example subclass given for Druid is Circle of the Moon, one of the most popular and powerful choices. D&D forums often bring up the power of the subclass and how it easily trumps all the other choices because of its viability. One D&D proposes some pretty massive changes to it. 

  • Combat Wild Shape. This ability is granted at Level 3. This version removes the healing ability from the original. You can still transform as a Bonus Action, but now there are two other abilities. Abjuration spells without material components can be cast while in Wild Shape, and as a Bonus Action, you can make an Unarmed Strike while Wild Shaped. 

  • Elemental Wild Shape. Replaces Circle Forms and the original version of Elemental Wild Shape. Starting at Level 6, you can choose an elemental damage type (Fire, Cold, Lightning, Thunder, or Acid) whenever you Wild Shape. You both gain resistance to the damage type and can deal that damage type with your normal attacks in the form. The form you’re in takes on traits associated with the type. 

  • Elemental Strike. Replaces Primal Strike. At Level 10, your attacks in Wild Shape deal an extra 1d6 of the damage type you chose for Elemental Wild Shape. The damage increases to 2d6 at Level 17. 

  • Thousand Forms. Reworded and granted at Level 14, but otherwise the same. 

Impressions. I will say honestly that when I first read the changes to Wild Shape, I really, really did not like them. I can see why they wanted to do it – the fact that you needed to see and know the creature you turn into was always a wonky rule that a lot of DMs ignored, and a lot of people would only ever turn into the same couple creatures (i.e. Brown Bear, T. Rex, a spider for sneaking around.) However, I think this version really sucks a lot of the fun out of Wild Shaping. I really didn’t and don’t think the base ability needed this much revision, and the decision to have Tiny creatures unavailable until Level 11 is a bit bizarre to me – and only for 10 minutes? I’m not sure where the balancing concern was there. 

The Channel Nature change feels very unnecessary, with Healing Blossoms being very weak. While it’s a decent idea, the fact that it only caps out at 5d4 healing makes it woefully underpowered compared to just using a healing spell. It only becomes a little more fun at Level 15 when it happens automatically when you Wild Shape, but I just can’t see players choosing to use Healing Blossoms over Wild Shape, especially when you get at most 4 uses of Channel Nature. Same with Wild Companion – the casting of Find Familiar with a drastically reduced duration and forced Fey typing is not really worth the not-even-free casting. The spell is already fairly cheap on its own. 

While I do understand the Circle of the Moon was disproportionately powerful compared to other circles, these changes absolutely nerf it into the ground. I do like the changes to Combat Wild Shape – gives a little more versatility – but taking away the ability to turn into Elementals and such just feels a bit bland. I agree with the notion of nerfing the elemental transformations, but I would have simply made nerfed versions of the Elementals, as opposed to completely replacing the ability. Overall these changes remove a lot of the fun variety of the Druid transformations, in my opinion. 

Paladin

Paladin easily got the least changes compared to Cleric and Druid. While it gets the similar Level Progression treatment, the fundamentals of the glass are largely the same. Regardless, there are a few key differences: 

  • Level Progression. Very similar to Cleric and Druid – levels have been shuffled around to accommodate a similar progression, however, interestingly, Paladins gain their subclass features at 3,6,10, and 14, rather than 3,6, 9 and 14. 

  • Divine Sense. This ability has been moved to an option for your Channel Divinity use, so it can’t be used until Level 3. 

  • Lay on Hands. This ability is unchanged and remains at Level 1. There’s a slight change in wording to indicate it’s a Magic action (will discuss this in the rules changes later in the article.) 

  • Spellcasting. As a small note – spellcasting is granted at Level 1 now, instead of Level 2 for the original Paladin. Additionally, they are granted Cantrips / 0-Level spells now, as opposed to having none unless you took a specific Tasha’s feature / Feat. 

  • Divine Smite. Some changes to wording here. They make it clear that Divine Smite can be used with Unarmed Strikes, as opposed to only with melee weapons. Additionally, they removed the cap that made it where a Divine Smite can only reach 5d8 damage. However, it can now only be used once per turn, and it cannot be used the same turn that you cast a spell.  

  • Channel Divinity. Follows the same use progression as the Cleric’s version and the Druid’s Channel Nature. Paladins regain one use of their Channel Divinity on a Short Rest and all uses on a Long Rest. Divine Sense is the default use, with the chosen Subclass being the additional use. 

  • Faithful Steed. At Level 5, you still gain Extra Attack, but you also gain the ability to cast Find Steed once per Long Rest without expending a spell slot. It’s also always prepared, so you can use it again if needed with spell slots. 

  • Aura of Protection. This was moved to Level 7, as Level 6 now grants a subclass feature. Aura of Protection functions the same, however, it does specify that the aura doesn’t move beyond Total Cover, and that you can only benefit from one aura at a time if there’s two Paladins with it on the field. 

  • Abjure Enemy. A new use of Channel Divinity granted at Level 9. This allows you to essentially Turn a number of enemies equal to your Charisma modifier (provided they fail a Wisdom saving throw.) This feature replaces Aura of Courage, which has been moved to a higher level feature. 

  • Radiant Strikes. Renamed from ‘Improved Divine Smite’. It’s still granted at Level 11 and functions the same (i.e. making all weapon attacks deal 1d8 Radiant damage.) 

  • Aura of Courage. Granted at Level 13 instead of Level 9. If functions the same. 

  • Restoring Touch. Replaces Cleansing Touch and is granted at Level 15. This ability allows you to use 5 points of Lay on Hands to cure the Blinded, Deafened, Charmed, Dazed, Frightened, Paralyzed, and Stunned conditions. Specifies that if a condition is cured the points don’t also grant healing. 

  • Aura Expansion. This feature is the same, but is granted at Level 17, rather than Level 18. 

  • Divine Conduit. At Level 18, when you roll Initiative, you gain one expended use of your Channel Divinity. 

The subclass option detailed here is the Oath of Devotion – one of the more popular options from what I’ve seen. Here are the changes: 

  • Oath Spells. Some spells have been swapped out. Sanctuary has been replaced with Shield of Faith at Level 3. Lesser Restoration has been replaced with Aid at Level 5. Both Level 9 spells have been replaced with Aura of Vitality and Blinding Smite. Freedom of Movement has been replaced with Staggering Smite at Level 13. The Level 17 spells are the same. Also, you can cast one of these spells for free a day. This free casting is regained on a Long Rest. 

  • Sacred Weapon. This Channel Divinity option is the same, but is now a Bonus Action, rather than an Action, and ending it is also a Bonus Action. 

  • Turn the Unholy. This Channel Divinity option has been removed. 

  • Smite of Protection. Added at Level 6. Whenever you use Divine Smite, you can grant 1d8 + 1d8 per level of the spell slot used in Temporary Hit Points to one creature you designate within 30 ft. of you. 

  • Aura of Devotion. Granted at Level 10, rather than Level 7. 

  • Holy Nimbus. Granted at Level 14, rather than Level 20. It now can be activated with a Bonus Action, but the Radiant Damage it deals to those in your aura is now your Proficiency Bonus + you Charisma modifier, rather than just 10 damage. The light the aura admits is still Sunlight, but it removes the advantage on saves against Fiends and Undead. 

Impressions. The changes to Paladin don’t appear to be super encompassing. Most of the changes are wording adjustments, with an attempt to give something at nearly every level like the other classes. There are some clear nerfs, however – especially an attempt to stop Smite stacking, which is a very common strategy for Paladin players. That being said, unlike Druid, I think the nerfs here were balanced out by small buffs. For example – granting Cantrips to Paladins, removing the cap for Divine Smite damage, and giving them a free casting ability. They also changed how Smite spells, like Blinding and Staggering Smite, work, which I think gives a lot more flexible casting. Of the three newest class reveals, I think the changes to Paladin are the most balanced. 

Spells

There are some changes to a few spells in the game, which they detailed here. I’m not going to go over any changes to the spell lists, since I talk about it a bit more in my Character Changes article. The consolidation of all class spell lists into three major lists gives more flexibility, but less uniqueness to each class. I can’t say I feel super positive nor super negative about the change. As for individual spell description changes, see below: 

  • Smites. Most of the smites’ abilities are exactly the same, however, a major change has affected all of them. Smites are no longer Concentration spells. This is fortuitous, since the pain of trying to decide whether to get a little extra damage in or keep Bless up is over. This likely explains why Smite staking has been removed, however. 

  • Find Familiar. This spell now gets the Wild Shape treatment of you having a specific block for all creatures. While you can say your Familiar is an owl, for example, it’ll have the same stat block as if you picked a raven or crow or eagle. 

  • Find Steed. This spell also gets the Wild Shape treatment and has a designated stat block, rather than picking from a list of existing creatures. It’s granted an extra ability depending on the type of creature you pick for it, between Fey, Celestial, and Fiend. 

  • Glimmering Smite. Renamed from Branding Smite, but functions the same. 

Rules Glossary 

There have been quite a few rules adjustments to the game, including added conditions and actions. I go over a few in previous articles, and some are listed but are the same as in the current PHB. Thankfully, the Glossary included a sidebar that noted the new entries, the revised ones (from previous PDFs), and the removed ones.

  • Dazed. This new condition reads as follows: You can Move or take your Action on your turn, but not both. You cannot take Bonus Actions or Reactions. 

  • Dying. Now considered a condition. While saddled with the Dying condition, you have 0 hit points, and are Unconscious. Death Saving Throws, and the conditions of getting a Nat 1 or Nat 20, are the same. However, when you get three successes, while you regain 1 hit point, you do not wake up from being Unconscious. To wake, someone has to either do a DC 10 Medicine check to wake administer first aid, or you must regain more Hit Points, or you complete a Short Rest while Unconscious. 

  • Knocking a Creature Out. A new entry that clarifies how to knock out a creature. This only applies to Melee attacks at the moment, and notes that if your attack would reduce a creature to 0 hit points, you can instead have the attack knock them to 1 Hit Point and render them Unconscious. They remain Unconscious for the duration of a Short Rest (i.e. 1 Hour), or until they regain Hit Points, or until someone makes a DC 10 Medicine check to wake them. 

  • Magic Action. This replaces the ‘Cast a Spell’ action and encompasses anything even vaguely magical. I imagine this is meant to streamline the arguments of what’s considered ‘Casting a Spell’ and what’s considered ‘Using an Object’ in terms of determining rulings. 

  • Move. This is largely the same, but it does add a section clarifying how to move around other creatures. You can pass by someone if they are Incapacitated, Tiny, or you’re two sizes larger than them. Their space is treated as Difficult Terrain unless they are Tiny or an ally. You can’t willingly end your turn in someone else’s space. 

  • Short Rest. Clarifies what ends a Short Rest, including casting a spell other than a Cantrip, rolling Initiative, or taking any damage. 

  • Telepathy. Clarifies that you do not have to see the creature you target to communicate with them telepathically, and you can start or end the contact at any time with no action required. The contact ends of the target of the telepathy or the telepath moves out of range, the telepath is Incapacitated, or the telepath contacts a different creature. 

  • Truesight. Clarifies that Truesight can see through shapeshifted creatures who transform in any way due to a magical effect. 

  • Unarmed Strike. Grappling a creature and shoving a creature is now considered an Unarmed Strike for the sake of rulings

WoTC does seem to be implementing gradual shifts in the rules in these documents as feedback returns from surveys. It’s very clear that they’re attempting to make a system that’s as streamlined as possible while still maintaining a level of identity between the classes. Initial attempts are pretty hit or miss as of late. It’s an undeniably difficult task to consider aesthetic, balance, and future plans for the game all within the confines of the rules. It’s good that the players have some say in how the rules develop as One D&D becomes more and more of a reality. 

I’m personally really anxious to see the changes they are planning for martial and caster characters. And by that, I mean they better be giving Sorcerer more spell slots. I’ll be sure to report on it when the information arrives. For now, I hope this summary is helpful!


One D&D: Player's Handbook Playtest 5

One D&D: Player's Handbook Playtest 5

Session Zero and How to Run It

Session Zero and How to Run It