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<blockquote data-quote="pukunui" data-source="post: 7049520" data-attributes="member: 54629"><p>Hi all,</p><p></p><p>I am currently DMing <em>Curse of Strahd</em>, and one of my players has indicated that he'd like to swap out his mystic/wizard for a cleric, most likely either a cleric of the Morninglord (light domain) or of Kelemvor (death or grave domain). In other words, a cleric built for combating undead. The group found the Holy Symbol of Ravenkind some time ago but have been unable to use it since they have neither a cleric nor a paladin in the party.</p><p></p><p>Before I give him the go ahead, I wanted to seek advice on how to handle such a character in this campaign. I am concerned that such a character will make things too easy and perhaps detract from the gothic horror feel of the campaign. This is my first experience running a Ravenloft game, and the PCs have been having a pretty easy time of it so far. I don't want to make things even easier for them.</p><p></p><p>I have had some experience playing a cleric in CoS myself. My character was a sun soul monk who found religion in Barovia and ended up with two levels of light cleric. The group let her have both the Holy Symbol of Ravenkind and the Icon of Ravenloft. Those two items are very powerful on their own and practically OP when used together - 60 feet of sunlight and a 30-foot <em>protection from evil and good</em> aura make for a mighty powerful combo when fighting Strahd and his vampire minions. (Perhaps I should just remove the Icon of Ravenloft from the game ...)</p><p></p><p>If you DMed a CoS game with a light cleric PC in it, how did you handle it? How did you maintain the tropes of the genre? What tactics did you have Strahd employ to counter the cleric's power?</p><p></p><p>I feel like a death cleric would be a little more manageable, aside from their ability to ignore necrotic resistance, whereas a grave cleric might be even worse in my case than a light cleric, since abilities like Circle of Mortality and Sentinel at Death's Door would make it even harder for PCs to die. (We've had only one PC death in seven sessions, and that's *with* me using some of the slower healing variant rules and them not having a healer!)</p><p></p><p>Anyone got any advice?</p><p></p><p></p><p>Thanks in advance!</p><p></p><p>Regards,</p><p>Jonathan</p></blockquote><p></p>
[QUOTE="pukunui, post: 7049520, member: 54629"] Hi all, I am currently DMing [I]Curse of Strahd[/I], and one of my players has indicated that he'd like to swap out his mystic/wizard for a cleric, most likely either a cleric of the Morninglord (light domain) or of Kelemvor (death or grave domain). In other words, a cleric built for combating undead. The group found the Holy Symbol of Ravenkind some time ago but have been unable to use it since they have neither a cleric nor a paladin in the party. Before I give him the go ahead, I wanted to seek advice on how to handle such a character in this campaign. I am concerned that such a character will make things too easy and perhaps detract from the gothic horror feel of the campaign. This is my first experience running a Ravenloft game, and the PCs have been having a pretty easy time of it so far. I don't want to make things even easier for them. I have had some experience playing a cleric in CoS myself. My character was a sun soul monk who found religion in Barovia and ended up with two levels of light cleric. The group let her have both the Holy Symbol of Ravenkind and the Icon of Ravenloft. Those two items are very powerful on their own and practically OP when used together - 60 feet of sunlight and a 30-foot [I]protection from evil and good[/I] aura make for a mighty powerful combo when fighting Strahd and his vampire minions. (Perhaps I should just remove the Icon of Ravenloft from the game ...) If you DMed a CoS game with a light cleric PC in it, how did you handle it? How did you maintain the tropes of the genre? What tactics did you have Strahd employ to counter the cleric's power? I feel like a death cleric would be a little more manageable, aside from their ability to ignore necrotic resistance, whereas a grave cleric might be even worse in my case than a light cleric, since abilities like Circle of Mortality and Sentinel at Death's Door would make it even harder for PCs to die. (We've had only one PC death in seven sessions, and that's *with* me using some of the slower healing variant rules and them not having a healer!) Anyone got any advice? Thanks in advance! Regards, Jonathan [/QUOTE]
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