in the upcoming adventure being released by WotC, Tomb of Annihilation there is a rules twist called the death curse that apart from widdling down the HP of PC's who have previously died also prevents any for of bringing people back i.e ( revivify, raising dead, resurrection ect...)
my question is this, does this make playing a cleric in the upcoming adventure more or less desirable to play?
on one hand it makes a certain number of your spells essentially useless or worse than useless as with the life cleric who will have several of these spells wasted on his always prepared domain list.
and on the other hand it makes your role as an in the moment healer that much more imported to keep the other party members alive.
please let me know your thoughts on this issue.
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Lord of the Dead, Judge of the Damned, Master of the Crystal Spire, the Great Guide.
Any healer, and any caster with the ability to grant temp hp should be viewed as essential. The mechanic removes one layer of the safety net preventing PC death. Life cleric will be appreciated for the extra healing in the moment. Casters who use Polymorph to keep party members up should also feel the same love from the party.
IMO the game was too safe as it is. I look forward to running a group with this new feature.
Just have to make sure you can stabilize the downed PC before they have 3 failed death saves. I forsee human variant life domain Cleric with Healer feat, and a load of healing kits as being pretty clutch.
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Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
From a non-mechanical angle, the death curse adds great role play opportunity for the life cleric. If the PC's don't fully understand what's happening the cleric may have a crisis of faith.
I just started a PbP where I'm playing a Life Cleric with the curse. I think it's a wonderful idea, and didn't make me shy away from playing a cleric at all.
The other note to point out is Life isn't the only Cleric domain. ToA is a great opportunity to explore a different domain than life and still have the opportunity to support your team with heals as needed. I am LOVING playing as a Nature Cleric and would highly recommend it. Lots of opportunity to help control the battles via Beasts, Plants, and undead all heavily present in the vast jungles of Chult.
I haven't played a Light Cleric yet and may have picked that if the party had more front liners, but we are ranged and cast heavy.
I love Life Clerics... simply for their Disciple of Life ability. They may lose out when it comes to automatically prepared spells, but your job should be to heal. You want to keep your team as far awary from death as possible. I'll buff to give advantage, like Beacom of Hope at level 3, and focus on healing the party. When that's not necessary, I'm using Sacred Flame or some other long distance range spell. If a player goes unconcious, I cast Healing Word. They need more health? Run over to them and cast Cure Wounds. This class only sucks if you don't want to be the primary healer and holding your spells for that purpose alone.
Personally, I will either take a dip into Druid or take Magic Initiate so that I can get the Goodberry spell. A Goodberry that can give you +4 HP will help a lot during short rests. It will also help in using up a spell slot if you need to get an unconcious party member up after a fight. No need to use a Potion of Healing or a spell slot, especially in the earlier levels where spell slots are sparse.
I love playing my Lizardfolk Life Cleric, and my party loves me for it. It's kind of fun running back and forth feeling like a combat medic. I'm thinking of taking the Healer feat when I have the opportunity. It will really maximize on short rests. +4 hp Goodberry and a 1d6+4 on top of their Hit Die rolls... pretty good if you ask me. Could it be better? ALWAYS! But, every little bit helps!
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in the upcoming adventure being released by WotC, Tomb of Annihilation there is a rules twist called the death curse that apart from widdling down the HP of PC's who have previously died also prevents any for of bringing people back i.e ( revivify, raising dead, resurrection ect...)
my question is this, does this make playing a cleric in the upcoming adventure more or less desirable to play?
on one hand it makes a certain number of your spells essentially useless or worse than useless as with the life cleric who will have several of these spells wasted on his always prepared domain list.
and on the other hand it makes your role as an in the moment healer that much more imported to keep the other party members alive.
please let me know your thoughts on this issue.
Lord of the Dead, Judge of the Damned, Master of the Crystal Spire, the Great Guide.
Healing word. If you can cast that, you're good. Higher-power healing might be useful, but all you should need is healing word.
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a very useful spell to be sure, but only if the target currently up or in death saving throws. if a PC is actually dead it wont have any effect.
Lord of the Dead, Judge of the Damned, Master of the Crystal Spire, the Great Guide.
More desirable.
Any healer, and any caster with the ability to grant temp hp should be viewed as essential. The mechanic removes one layer of the safety net preventing PC death. Life cleric will be appreciated for the extra healing in the moment. Casters who use Polymorph to keep party members up should also feel the same love from the party.
IMO the game was too safe as it is. I look forward to running a group with this new feature.
Just have to make sure you can stabilize the downed PC before they have 3 failed death saves. I forsee human variant life domain Cleric with Healer feat, and a load of healing kits as being pretty clutch.
Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
From a non-mechanical angle, the death curse adds great role play opportunity for the life cleric. If the PC's don't fully understand what's happening the cleric may have a crisis of faith.
I just started a PbP where I'm playing a Life Cleric with the curse. I think it's a wonderful idea, and didn't make me shy away from playing a cleric at all.
A dwarf with a canoe on his back? What could go wrong?
The other note to point out is Life isn't the only Cleric domain. ToA is a great opportunity to explore a different domain than life and still have the opportunity to support your team with heals as needed. I am LOVING playing as a Nature Cleric and would highly recommend it. Lots of opportunity to help control the battles via Beasts, Plants, and undead all heavily present in the vast jungles of Chult.
I haven't played a Light Cleric yet and may have picked that if the party had more front liners, but we are ranged and cast heavy.
I love Life Clerics... simply for their Disciple of Life ability. They may lose out when it comes to automatically prepared spells, but your job should be to heal. You want to keep your team as far awary from death as possible. I'll buff to give advantage, like Beacom of Hope at level 3, and focus on healing the party. When that's not necessary, I'm using Sacred Flame or some other long distance range spell. If a player goes unconcious, I cast Healing Word. They need more health? Run over to them and cast Cure Wounds. This class only sucks if you don't want to be the primary healer and holding your spells for that purpose alone.
Personally, I will either take a dip into Druid or take Magic Initiate so that I can get the Goodberry spell. A Goodberry that can give you +4 HP will help a lot during short rests. It will also help in using up a spell slot if you need to get an unconcious party member up after a fight. No need to use a Potion of Healing or a spell slot, especially in the earlier levels where spell slots are sparse.
I love playing my Lizardfolk Life Cleric, and my party loves me for it. It's kind of fun running back and forth feeling like a combat medic. I'm thinking of taking the Healer feat when I have the opportunity. It will really maximize on short rests. +4 hp Goodberry and a 1d6+4 on top of their Hit Die rolls... pretty good if you ask me. Could it be better? ALWAYS! But, every little bit helps!
Hello!