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<blockquote data-quote="pukunui" data-source="post: 7050273" data-attributes="member: 54629"><p>My concern with the Grave cleric is that it makes killing PCs a lot harder, since a Grave cleric can cast <em>spare the dying</em> as a bonus action, max out any healing they give a dying comrade, and turn a crit into a normal hit. Plus they have <em>revivify</em> on tap from 5th level (assuming they can afford it, of course).</p><p></p><p>That wasn't my experience. Yes, radiant damage shorts out a vampire's regeneration for a round, but I found that the <em>holy symbol</em>'s powers were more useful - paralyzing vampires allows your friends to score lots of crits against them, and you can impose disadvantage on their turn undead saves, and you can hit them with sunlight. Using the <em>icon</em> to impose disadvantage on their attack rolls against you and your friends is just icing on the cake at that point. </p><p></p><p>They are 6th level currently but will probably hit 7th after the next session.</p><p></p><p>Depends on where they are, though. The <em>holy symbol</em> was the first thing they got, and they got it only two or three sessions in.</p><p></p><p>Yes, he has already taken the <em>sun sword</em> off them. As for charming him, that's another instance where the <em>icon</em> is overpowered, as its <em>protection from evil and good</em> aura makes it so that Strahd can't charm anyone within 30 feet of it.</p><p></p><p>I think what I might do is just remove the aura. The rest of the <em>icon</em>'s powers aren't such a big deal. I do like the idea that the chapel is still a holy place and is a somewhat safe place for the PCs to rest. (Not actually safe but safer than anywhere else in the castle.)</p><p></p><p>If I get rid of the <em>icon</em>'s aura, then having it still be in the chapel makes a bit more sense. Maybe Strahd just can't be bothered moving it, or he doesn't like going into the chapel, or he leaves it there as bait to give adventurers false hope, because he knows he can still defeat them even when they've got the <em>icon</em>.</p></blockquote><p></p>
[QUOTE="pukunui, post: 7050273, member: 54629"] My concern with the Grave cleric is that it makes killing PCs a lot harder, since a Grave cleric can cast [I]spare the dying[/I] as a bonus action, max out any healing they give a dying comrade, and turn a crit into a normal hit. Plus they have [I]revivify[/I] on tap from 5th level (assuming they can afford it, of course). That wasn't my experience. Yes, radiant damage shorts out a vampire's regeneration for a round, but I found that the [I]holy symbol[/I]'s powers were more useful - paralyzing vampires allows your friends to score lots of crits against them, and you can impose disadvantage on their turn undead saves, and you can hit them with sunlight. Using the [I]icon[/I] to impose disadvantage on their attack rolls against you and your friends is just icing on the cake at that point. They are 6th level currently but will probably hit 7th after the next session. Depends on where they are, though. The [I]holy symbol[/I] was the first thing they got, and they got it only two or three sessions in. Yes, he has already taken the [I]sun sword[/I] off them. As for charming him, that's another instance where the [I]icon[/I] is overpowered, as its [I]protection from evil and good[/I] aura makes it so that Strahd can't charm anyone within 30 feet of it. I think what I might do is just remove the aura. The rest of the [I]icon[/I]'s powers aren't such a big deal. I do like the idea that the chapel is still a holy place and is a somewhat safe place for the PCs to rest. (Not actually safe but safer than anywhere else in the castle.) If I get rid of the [I]icon[/I]'s aura, then having it still be in the chapel makes a bit more sense. Maybe Strahd just can't be bothered moving it, or he doesn't like going into the chapel, or he leaves it there as bait to give adventurers false hope, because he knows he can still defeat them even when they've got the [I]icon[/I]. [/QUOTE]
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