Originally Posted by GM4Him
Life
Just so this indepth look is acurate, i feel like we should mention also buffs this class get, and not just tweaks ...
Specificaly im talking about Preserve Life ... Channel Divinity spell.

In tabletop rules your Cleric gets amount of HP equal 5 times his level that he can divide between his alies in range of 30f ... while this heal can restore a creature to no more than half of its hit point maximum.
Meaning at level 4 ... its 20HP total if i count right.

In Baldur's Gate III rules, your Cleric heals 3 times his level with no futher restriction to maximum healed amount EVERY friendly target around ...
I used this in Goblin siege, and healed my whole party and few Tieflings, all for 12.
So ... basicaly no total cap. laugh But if we count only party of 4, it would at level 4 heal for 48 if i count right.

In both cases this heal have no effect for Undead or Constructs.
(At least acording to tooltip ... this we cant quite test right now, since even Astarion is curently concidered alive. :-/ )

Originally Posted by GM4Him
So, my recommendation is to restrict the spells like 5e says to so wizards can't use Bonus Actions and Action Spells in the same round, and so Clerics can't cast both Cure Wounds and Healing Word in the same round.
I believe that class list (Wizard and Cleric only) is pure oversight, but i still feel the urge to mention that Druids and Rangers can heal like that aswell.
Same as Warlock and Sorcerers can benefit from option to cast two leveled spells per turn ... especialy Sorcerer. laugh

Last edited by RagnarokCzD; 16/03/22 05:37 PM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown