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Character Advencement Suggestions Needed - Spontanous Divine Caster
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<blockquote data-quote="Merkuri" data-source="post: 3262739" data-attributes="member: 41321"><p>I played a favored soul for about a year in my current campaign, and used the same basic strategy you did, focusing on buffing and healing spells. My basic rules for choosing spells were that they had to be useful in many situations, would be useful when cast multiple times a day (for example, create food and water wasn't a good choice for me, especially since we had a normal cleric in the group), would be useful at higher levels, and weren't offensive. I did break these rules from time to time (flame strike was a favorite spell at later levels), but they helped me get the most out of my character.</p><p></p><p>Divine favor might be good for you since you attack often. Adds to your attack rolls and remains a useful spell as you go up in levels. Shield of Faith also came in handy a lot. Magic Weapon is good, but I see you already got that one.</p><p></p><p>Bull's Strength is an extremely good spell to have, especially when you have melee fighters in the group. Lesser Restoration is handy to have if you run into things that drain ability scores, but if you don't have a need for it it'll just be wasting a valuable spell slot. I picked it, but that was because when I gained that level we needed a lot of restoring. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It's certainly handy to be able to cast it repeatedly if multiple party members got hit.</p><p></p><p>Cure Moderate Wounds shouldn't be a question. Take it. Always take the cure spell at every level if you want to be at all effective in healing. Trust me.</p></blockquote><p></p>
[QUOTE="Merkuri, post: 3262739, member: 41321"] I played a favored soul for about a year in my current campaign, and used the same basic strategy you did, focusing on buffing and healing spells. My basic rules for choosing spells were that they had to be useful in many situations, would be useful when cast multiple times a day (for example, create food and water wasn't a good choice for me, especially since we had a normal cleric in the group), would be useful at higher levels, and weren't offensive. I did break these rules from time to time (flame strike was a favorite spell at later levels), but they helped me get the most out of my character. Divine favor might be good for you since you attack often. Adds to your attack rolls and remains a useful spell as you go up in levels. Shield of Faith also came in handy a lot. Magic Weapon is good, but I see you already got that one. Bull's Strength is an extremely good spell to have, especially when you have melee fighters in the group. Lesser Restoration is handy to have if you run into things that drain ability scores, but if you don't have a need for it it'll just be wasting a valuable spell slot. I picked it, but that was because when I gained that level we needed a lot of restoring. :) It's certainly handy to be able to cast it repeatedly if multiple party members got hit. Cure Moderate Wounds shouldn't be a question. Take it. Always take the cure spell at every level if you want to be at all effective in healing. Trust me. [/QUOTE]
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