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Seeking advice from those who've played high level clerics
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<blockquote data-quote="Shiroiken" data-source="post: 8929518" data-attributes="member: 6775477"><p>I played BGDiA with a dwarf cleric, and we continued on to very high level (we stopped at level 18). Assuming you've got a feat to support concentration saves (Resilient or Warcaster), Spirit Guardians is by far the best option. Running into melee then Dodging is a solid choice, because you really don't want to lose the spell and you'll almost certainly become target #1 for attacks. The biggest advantage of SG is that you only have to cast 1 "combat" spell each fight, saving the rest for healing and utility (both of which will be an issue in the adventure). In theory you can also cast Spiritual Weapon, but I found this burns too many spell slots for my taste. Remember to always have 2x level 3 spell slots available at all times for Create Food and Water and Revivify, because you <em>shouldn't</em> need them... until you do.</p><p></p><p>As for the rules question, IIRC the official ruling is that "holy water" doesn't clarify how much, so you don't have to spend a full vial. Since it doesn't require a full vial, it lacks a cost and can be covered by a focus. However, your DM's ruling is final, so talk with them before deciding not to get some.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8929518, member: 6775477"] I played BGDiA with a dwarf cleric, and we continued on to very high level (we stopped at level 18). Assuming you've got a feat to support concentration saves (Resilient or Warcaster), Spirit Guardians is by far the best option. Running into melee then Dodging is a solid choice, because you really don't want to lose the spell and you'll almost certainly become target #1 for attacks. The biggest advantage of SG is that you only have to cast 1 "combat" spell each fight, saving the rest for healing and utility (both of which will be an issue in the adventure). In theory you can also cast Spiritual Weapon, but I found this burns too many spell slots for my taste. Remember to always have 2x level 3 spell slots available at all times for Create Food and Water and Revivify, because you [I]shouldn't[/I] need them... until you do. As for the rules question, IIRC the official ruling is that "holy water" doesn't clarify how much, so you don't have to spend a full vial. Since it doesn't require a full vial, it lacks a cost and can be covered by a focus. However, your DM's ruling is final, so talk with them before deciding not to get some. [/QUOTE]
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