Hello everyone. I'm currently in my first long-term campaign, and I'm looking for some advice on where to go with my character. I've played multiple one-shots at various levels between 5 and 20, and a lot of 2-3 session campaigns in the 3-5 range, so I'm fairly comfortable mechanically.
In our campaign, I have been far and away the primary damage dealer. We have a Conquest Pally, Lore Bard, Archivist Artificer, Life Cleric, and me. We may be getting a new player though, and I'm not sure what role he will play. We have played about 6 sessions and gone from level 3 to level 5. This campaign is likely to get to at least level 10, and I'm hopeful it goes further. It is not combat heavy, and my group takes 1 or 2 short rests per long rest. Regardless, I really like this character and may play it in the occasional one-shot, so scaling it up to 15 or 20 is worth considering. My character background and stats are below.
What I'm unsure on is whether I should take my character from 3 Death / 2 Divination to 18/2, 3/17, or somewhere in between. Looking at the spell lists, I could make a strong argument either way.
Character Backstory
Faesa was thirteen, a novice wizard, when he first heard a god speak to him. Members of his village had gone missing; merchants stopped coming; and the well dried up. As he prayed for salvation, Faesa found himself face-to-face with a god of death. Cailleach, the Destroyer, was the first to arrive. The Hag-Witch warned Faesa that a lich had taken up residence in his village and tasked the boy to destroy the creature that dared defy the inevitable. To comfort him, Cailleach gifted Faesa an amulet, the Wheel of Life, and promised that although it would some day be his time, that time was not now. Faesa accepted the task, but was unsure how to succeed. He prayed for inspiration, and the next day Ankou, Spirit of Fate, instructed Faesa to find the lich's phylactery. To guide him, the Reaper taught him the art of augury and gave him blessed dragon bones. Still concerned that he lacked the strength to complete the task, Faesa asked for assistance once more. Taranus, Thundering God of Sacrifice, answered his plea. To empower him, the Wicker Man gave him a magical bag filled with herbs and pieces of animal tissue. Taranus taught him how to extract the essence of magic from organic matter, both living and dead. With the foreknowledge that he was safe, the guidance of the dragon bones, and the power to bend the lich to his will, Faesa set off. When the task was done, he was greeted not only by the three gods of his clan, Faesa, but by their peers too: Anubis, Baron Samedi, Èshù, Hades, Hecate, Hel, Izanami, Mictecacihuatl and Mictlantechutli, Odin, Osiris, Set, Yama, and so many others. Over time, Faesa learned how to commune with them. Faesa learned, in time, that the gods of death were not evil, per se, but demanding and competitive. Death is natural; the quest for immortality sinful. Now, when he sleeps, he is an uninvited, but welcome spectator at their great feasts. In return for this privilege, he has pledged to uphold the ancient rites and do as they bid. There is no binding pact; Faesa acts by choice not duty. For now, Faesa has taken up residence as a mortician with the Hunters. With the Hunters, he hopes to continue ridding the world of undead. Many in the organization find him morbid, even creepy. Despite what they may believe, Faesa derives no pleasure from cutting up living creatures. But if the gods will it, Faesa shall.
Divination and Commune fit into my role play perfectly (though Contact Other Plane is similar and I might convince DM to give me them anyway)
Spiritual Guardians
I get Vampiric Touch and Blight already from Death Domain, add Harm later.
Touch of Death damage will continue to scale
Heavy Wizard Pros
Int better fuels my skill proficiency choices other than Medicine
We take enough short rests that I'd get use of Arcane Recovery
Party has need for more damage/board control
Counterspell
Power Word Kill and Finger of Death (minus the zombie part) would fit RP wise at high levels (though I might be able to convince my DM to give me these as Cleric).
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Hello everyone. I'm currently in my first long-term campaign, and I'm looking for some advice on where to go with my character. I've played multiple one-shots at various levels between 5 and 20, and a lot of 2-3 session campaigns in the 3-5 range, so I'm fairly comfortable mechanically.
In our campaign, I have been far and away the primary damage dealer. We have a Conquest Pally, Lore Bard, Archivist Artificer, Life Cleric, and me. We may be getting a new player though, and I'm not sure what role he will play. We have played about 6 sessions and gone from level 3 to level 5. This campaign is likely to get to at least level 10, and I'm hopeful it goes further. It is not combat heavy, and my group takes 1 or 2 short rests per long rest. Regardless, I really like this character and may play it in the occasional one-shot, so scaling it up to 15 or 20 is worth considering. My character background and stats are below.
What I'm unsure on is whether I should take my character from 3 Death / 2 Divination to 18/2, 3/17, or somewhere in between. Looking at the spell lists, I could make a strong argument either way.
Character Backstory
Faesa was thirteen, a novice wizard, when he first heard a god speak to him. Members of his village had gone missing; merchants stopped coming; and the well dried up. As he prayed for salvation, Faesa found himself face-to-face with a god of death. Cailleach, the Destroyer, was the first to arrive. The Hag-Witch warned Faesa that a lich had taken up residence in his village and tasked the boy to destroy the creature that dared defy the inevitable. To comfort him, Cailleach gifted Faesa an amulet, the Wheel of Life, and promised that although it would some day be his time, that time was not now. Faesa accepted the task, but was unsure how to succeed. He prayed for inspiration, and the next day Ankou, Spirit of Fate, instructed Faesa to find the lich's phylactery. To guide him, the Reaper taught him the art of augury and gave him blessed dragon bones. Still concerned that he lacked the strength to complete the task, Faesa asked for assistance once more. Taranus, Thundering God of Sacrifice, answered his plea. To empower him, the Wicker Man gave him a magical bag filled with herbs and pieces of animal tissue. Taranus taught him how to extract the essence of magic from organic matter, both living and dead. With the foreknowledge that he was safe, the guidance of the dragon bones, and the power to bend the lich to his will, Faesa set off. When the task was done, he was greeted not only by the three gods of his clan, Faesa, but by their peers too: Anubis, Baron Samedi, Èshù, Hades, Hecate, Hel, Izanami, Mictecacihuatl and Mictlantechutli, Odin, Osiris, Set, Yama, and so many others. Over time, Faesa learned how to commune with them. Faesa learned, in time, that the gods of death were not evil, per se, but demanding and competitive. Death is natural; the quest for immortality sinful. Now, when he sleeps, he is an uninvited, but welcome spectator at their great feasts. In return for this privilege, he has pledged to uphold the ancient rites and do as they bid. There is no binding pact; Faesa acts by choice not duty. For now, Faesa has taken up residence as a mortician with the Hunters. With the Hunters, he hopes to continue ridding the world of undead. Many in the organization find him morbid, even creepy. Despite what they may believe, Faesa derives no pleasure from cutting up living creatures. But if the gods will it, Faesa shall.
Basic Role-playing
Stats:
Heavy Cleric Pros
Heavy Wizard Pros