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New campaign - give me your opinion (Light Cleric)
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<blockquote data-quote="FrogReaver" data-source="post: 7835163" data-attributes="member: 6795602"><p>Solid party. But I have a few concerns.</p><p>1. rogues really want a melee ally and it's not clear there will be one</p><p>2. When you wade into melee you will have fairly poor opportunity attacks to help keep enemies stuck to you (spirit guardians at level 5 can help with this)</p><p>3. If you are the enemies decide to attack you anyways then you will be more focused on healing yourself.</p><p></p><p></p><p></p><p>Good choices</p><p></p><p></p><p></p><p>I don't have an issue with these stats. I might have done 12 str and 10 int but it's not a major difference either way.</p><p></p><p></p><p></p><p>I think you mean proficiency with</p><p></p><p></p><p></p><p>Sounds good</p><p></p><p></p><p>Good cantrip choices</p><p></p><p></p><p></p><p>All combat focused spells - there's not a lot many general purpose level 1 spells to keep prepared. Just be aware you can prepare different spells after a long rest.</p><p></p><p>Some situationally useful ones -</p><p>Create or Destroy Water</p><p>purify food or drink</p><p>detect poison and disease</p><p>detect evil and good</p><p>detect magic</p><p></p><p></p><p></p><p>Mostly combat focused spells. Level 2 has some fairly decent non-combat spells.</p><p></p><p>Suggestions to consider at times</p><p>Augury (recommend always having prepared)</p><p>Enhance Ability (recommend always having prepared)</p><p>Zone of truth - situationally useful</p><p>Lesser Restoration - (recommend always having prepared)</p><p>Locate object - sometimes good to prepare</p><p>Continual Flame - useful to prepare when you have a few days and give everyone in the party something that can provide light that they don't need to carry</p><p></p><p></p><p></p><p></p><p>I like the list. I do recommend being aware of the useful non-combat spells you can prepare at the start of the next day given your adventure and circumstances. There are some pretty useful ones here.</p><p></p><p></p><p></p><p></p><p>I think you are a bit too focused on combat only.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7835163, member: 6795602"] Solid party. But I have a few concerns. 1. rogues really want a melee ally and it's not clear there will be one 2. When you wade into melee you will have fairly poor opportunity attacks to help keep enemies stuck to you (spirit guardians at level 5 can help with this) 3. If you are the enemies decide to attack you anyways then you will be more focused on healing yourself. Good choices I don't have an issue with these stats. I might have done 12 str and 10 int but it's not a major difference either way. [B][/B] I think you mean proficiency with [B][/B] Sounds good Good cantrip choices [U][/U] All combat focused spells - there's not a lot many general purpose level 1 spells to keep prepared. Just be aware you can prepare different spells after a long rest. Some situationally useful ones - Create or Destroy Water purify food or drink detect poison and disease detect evil and good detect magic Mostly combat focused spells. Level 2 has some fairly decent non-combat spells. Suggestions to consider at times Augury (recommend always having prepared) Enhance Ability (recommend always having prepared) Zone of truth - situationally useful Lesser Restoration - (recommend always having prepared) Locate object - sometimes good to prepare Continual Flame - useful to prepare when you have a few days and give everyone in the party something that can provide light that they don't need to carry I like the list. I do recommend being aware of the useful non-combat spells you can prepare at the start of the next day given your adventure and circumstances. There are some pretty useful ones here. I think you are a bit too focused on combat only. [/QUOTE]
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