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New campaign - give me your opinion (Light Cleric)
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<blockquote data-quote="kkmonk" data-source="post: 7630356" data-attributes="member: 6999465"><p>Hey guys <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p>I'm new here and also new to D&D. Did not play any previous editions.</p><p>We did make a one-shot LvL 5, where i played a drow warlock, which was pretty cool.</p><p>Now we've made a session 0 with some "DM-generated" chars to get into the story.</p><p>Next week we start with the campaign with our own chars, and i've made my sheet now.</p><p>Please give me your opinion about it, any tips 'n tricks are welcome (critic also!).</p><p></p><p><strong>Group-Frame:</strong></p><p><strong></strong>DM (He want to let us have a hard time in fights)</p><p>4 Players (incl. myself)</p><p>1 rogue</p><p>1 wizard</p><p>1 unkown (tank or a warlock)</p><p>1 cleric (me)</p><p></p><p>We do start wihtout equipment (no weapons no armor etc.), as we were kidnapped. We can buy something at end of 1. session.</p><p></p><p>Only PHB allowed. </p><p></p><p></p><p>Here are my details (incl. the things i want to buy):</p><p></p><p>Graim Dankil, Light cleric, hilldwarf, good-neutral, sailor as background (yes, a dwarf-sailor<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" />), smith as "profession".</p><p>LvL 1</p><p></p><p><strong>Attributes dice rolled, incl. hilldwarf-points:</strong></p><p><strong></strong>STR 13</p><p>DEX 14</p><p>KON 14</p><p>INT 9</p><p>WIS 18</p><p>CHA 10</p><p></p><p><strong>Advantage on:</strong></p><p><strong></strong>- Insight + Medicine (class)</p><p>- Athletic + Perception (background)</p><p></p><p></p><p><strong>Items to buy:</strong><img src="http://www.enworld.org/forum/images/smilies/new_icon.gif" class="smilie" loading="lazy" alt=":n:" title="newitem :n:" data-shortname=":n:" />- warhammer (not that important)</p><p>- shield (holy focus will be on it)</p><p>- scale male (leads to an AC of 18)</p><p>- backpack etc.</p><p>- healers set</p><p>- smith tools</p><p>- heal pots</p><p></p><p></p><p><strong>Spells:</strong></p><p><strong></strong></p><p><u>Cantrip</u></p><p><u></u>Sacred Flame (for dmg purposes)</p><p>spare the dying</p><p>guidance</p><p>light (class)</p><p></p><p><u>1. lvl (+5 spells, wisdom-mod + cleric-lvl)</u></p><p><u></u>burning hands (class)</p><p>faerie fire (class)</p><p>bless</p><p>cure wounds</p><p>healing word</p><p>Command</p><p>Guiding bolt</p><p></p><p>2. lvl (what i want to take)</p><p>flaming sphere (class)</p><p>scorching ray (class)</p><p>Silence</p><p>hold person</p><p>prayer of healing</p><p>spiritual weapon</p><p></p><p>3. lvl (what i want to take)</p><p>Daylight (class)</p><p>fireball (class)</p><p>dispel magic</p><p>mass healing word</p><p>revivify</p><p>spiritual guardians</p><p></p><p></p><p>So far with the spells. I got many good dmg-spells through the light domain, and also the domain feature. Therefore i tend to take heal and CC spells from the cleric, as we do not have any (other) healer.</p><p></p><p></p><p></p><p>What doyou think?</p><p></p><p></p><p>Best greetings</p><p></p><p>KKmonK<img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="kkmonk, post: 7630356, member: 6999465"] Hey guys :cool: I'm new here and also new to D&D. Did not play any previous editions. We did make a one-shot LvL 5, where i played a drow warlock, which was pretty cool. Now we've made a session 0 with some "DM-generated" chars to get into the story. Next week we start with the campaign with our own chars, and i've made my sheet now. Please give me your opinion about it, any tips 'n tricks are welcome (critic also!). [B]Group-Frame: [/B]DM (He want to let us have a hard time in fights) 4 Players (incl. myself) 1 rogue 1 wizard 1 unkown (tank or a warlock) 1 cleric (me) We do start wihtout equipment (no weapons no armor etc.), as we were kidnapped. We can buy something at end of 1. session. Only PHB allowed. Here are my details (incl. the things i want to buy): Graim Dankil, Light cleric, hilldwarf, good-neutral, sailor as background (yes, a dwarf-sailor:cool:), smith as "profession". LvL 1 [B]Attributes dice rolled, incl. hilldwarf-points: [/B]STR 13 DEX 14 KON 14 INT 9 WIS 18 CHA 10 [B]Advantage on: [/B]- Insight + Medicine (class) - Athletic + Perception (background) [B]Items to buy:[/B]:n:- warhammer (not that important) - shield (holy focus will be on it) - scale male (leads to an AC of 18) - backpack etc. - healers set - smith tools - heal pots [B]Spells: [/B] [U]Cantrip [/U]Sacred Flame (for dmg purposes) spare the dying guidance light (class) [U]1. lvl (+5 spells, wisdom-mod + cleric-lvl) [/U]burning hands (class) faerie fire (class) bless cure wounds healing word Command Guiding bolt 2. lvl (what i want to take) flaming sphere (class) scorching ray (class) Silence hold person prayer of healing spiritual weapon 3. lvl (what i want to take) Daylight (class) fireball (class) dispel magic mass healing word revivify spiritual guardians So far with the spells. I got many good dmg-spells through the light domain, and also the domain feature. Therefore i tend to take heal and CC spells from the cleric, as we do not have any (other) healer. What doyou think? Best greetings KKmonK:heh: [/QUOTE]
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