What prevents a cleric from casting the Guidance spell every single turn and having everyone have 1D4 extra for their rolls, especially since you can combo it with this:
It seems like every skill check should always be made with advantage due to the 'Working Together' rules. Is this accurate?
This can end with almost all the checks being a D20+1D4 plus advantage. Seems a bit broken mechanic without some houseruling that prevents the same spell on the same target for some time, or I am missing some rule that prevents this?
The same would affect Resistance, but since you probably are in the middle of a combat, the Touch range could prevent it effectively, but for normal skill rolls where the touch of the cleric is possible and the situation is not stressing?