Hi. My players soon will get this powerful magic item and I was wondering isn’t it too much? Like it deals 2d8 + 2 to Strahd and f**** up his regen (so 2d8+22 damage). It gives players 15 + 15ft. of safe space (strahd cannot start his turn there or gets damage and disadvantage on attacks and saving throws) and this distance can be increased to 60ft. total.
Remember Strahd is intelligent and a challenging opponent. He also has many possible minions and access to all the spells in the PHB at the Amber Temple.
So what is the answer to all of this nasty sunlight?
Strahd can prepare Fog Cloud (magical light still works inside the Darkness spell). He could cast it but you could also give it to the Barovian witches if you want some weaker minions or have Strahd recruit some hags if you are looking for stronger ones. If you think about it, creating mist/fog would be quite thematic for a witch. Fireballs and melee attacks all still work inside a fog cloud and Strahd could take the hide action to disappear (depending on the perception abilities of the party) and make it all a bit more tense.
You could have Strahd try to charm someone and as soon as he succeeds have Strahd or an NPC throw up fog cloud.
Also remember that Strahd is likely never alone. He can summon wolves/bats and he also has many other minions at his disposal (lots of vampire spawns are around and he could even have created a vampire or two if he was interested). If you allow the party to engage Strahd alone, as published, with all the of the magic items (Especially the Sunsword and the Holy Symbol of Ravenkind), against a reasonable party for the castle (ie around level 9+ - likely 5-7 characters including NPCs) then it could be over very quickly since he only has one action + legendary and lair actions. It may depend on whether Strahd can get off a devastating spell and how many of the PCs fail.
Also note, that the Strahd strategy text (I think it is in the character bio in the appendix) specifically points out that if he is being prevented from regenerating then he will likely leave though that doesn't mesh very well with the prophecy where there is one location they are sure to meet him and ideally the conflict should be resolved there. So up to you how you want to handle it but Strahd is NOT going to just stand there and die in two rounds. He is far too intelligent.
Finally, getting the final battle to work may be a challenge and I haven't gotten there myself yet :) ... but I'd suggest not having Strahd alone, look at strategies he could use to mitigate some of the character abilities, choose some minions to start the fight with him. If it goes too easily have additional waves in the wings you could bring in if needed (vampire spawn, swarms of bats, wolves, witches etc) and also have some possible events based on your playing of the game that could show up to help (unexpected allies or enemies - one of the NPCs is supposed to be a special ally in the fight - so give them an unexpected ability that surprises the NPC, Strahd and the characters - maybe "possessed by the Morninglord" - the NPC becomes a good cleric of the Morninglord and unexpectedly provides support in the battle that is far different from what the NPC was expected to bring. Picture it as a contribution of the Land of Barovia fighting back against the dark influence of Strahd/Amber Temple. You could go lots of different ways with it but keep several ideas in your back pocket to develop during the fight depending on how things are going for the characters.
Dynamic balance is needed to make a really challenging fun and satisfying conclusion while ideally not leading to a TPK. However, any "interventions" have to be thought out in advance and be very consistent with the plot and NPCs so that it doesn't look like the DM stepping in. Fiction is full of last minute rescues/assistance by NPCs but it has to flow with the narrative. If you are considering putting in such balance elements - you should also foreshadow them - drop hints or glimpses that may mean something and may not. A character who could become "possessed by the Morninglord" might be seen offering prayers at dawn by the party and being a bit devout. Even that little bit of character development early in the process makes a later unexpected change far more understandable to the players in retrospect.
P.S. Anyway, the blade is powerful but not OP. It is nasty against undead and particularly vampires but Strahd has a number of options available to mitigate it.
Well considering the sun blade just has the stats of a sun sword, i would say that it is only really good in barovia, were you can find undead basically anywhere, plus it is not that op for an endgame item.
The Sun Blade is intended to be OP within the context of the adventure, it's intended to be "If you can't find this thing you lose". That said, Strahd doesn't have to get into melee combat.
Strahd would like see this weapon coming, and plan more then accordingly. battlefield control for strahd feels like something he would be excelling at, given the access to hags, vampire spawn, potentially vampire, wolfs, and other nasty resource draining creatures.
Bear in mind that Strahd is designed to be extremely obnoxious to fight, particularly in his castle -- he can use a lair action to walk through walls, a legendary action to move without opportunity attacks, Nondetection and Stealth +14 to avoid being tracked, and regeneration so if he manages to break contact he'll be back at full health a minute later.
The Sun Blade is intended to be OP within the context of the adventure, it's intended to be "If you can't find this thing you lose". That said, Strahd doesn't have to get into melee combat.
Yeah, but I do actually see him as a melee fighter. He was a military man and is usually shown with a sword. His legendary “unprovoking” movement is super good while running between PCs. Idk, I just see him like this. But unfortunately RAW it becomes more like “punch and run” battle
Remember Strahd is intelligent and a challenging opponent. He also has many possible minions and access to all the spells in the PHB at the Amber Temple.
So what is the answer to all of this nasty sunlight?
Strahd can prepare Fog Cloud (magical light still works inside the Darkness spell). He could cast it but you could also give it to the Barovian witches if you want some weaker minions or have Strahd recruit some hags if you are looking for stronger ones. If you think about it, creating mist/fog would be quite thematic for a witch. Fireballs and melee attacks all still work inside a fog cloud and Strahd could take the hide action to disappear (depending on the perception abilities of the party) and make it all a bit more tense.
You could have Strahd try to charm someone and as soon as he succeeds have Strahd or an NPC throw up fog cloud.
Also remember that Strahd is likely never alone. He can summon wolves/bats and he also has many other minions at his disposal (lots of vampire spawns are around and he could even have created a vampire or two if he was interested). If you allow the party to engage Strahd alone, as published, with all the of the magic items (Especially the Sunsword and the Holy Symbol of Ravenkind), against a reasonable party for the castle (ie around level 9+ - likely 5-7 characters including NPCs) then it could be over very quickly since he only has one action + legendary and lair actions. It may depend on whether Strahd can get off a devastating spell and how many of the PCs fail.
Thank you for your answer. Gonna steal some of the ideas. My point is more “PCs have really big safe zone” and using Fog cloud is a good idea
Maybe I misunderstood how does this blade work. I think players can just use 3 actions before fight to make its light brighter and it will remain in this position until deactivated. But just maybe I am wrong. Maybe PC needs to use every his action to hold its brightness or some other limitation may apply.
I am just really nervous about 60 ft of “safer” lands. I don’t see “kick and hide” as a very entertaining way to play him. Yes it makes sense but, as for me, he shouldn’t do this each round.
Maybe I misunderstood how does this blade work. I think players can just use 3 actions before fight to make its light brighter and it will remain in this position until deactivated. But just maybe I am wrong. Maybe PC needs to use every his action to hold its brightness or some other limitation may apply.
I am just really nervous about 60 ft of “safer” lands. I don’t see “kick and hide” as a very entertaining way to play him. Yes it makes sense but, as for me, he shouldn’t do this each round.
As far as I know the light from the blade can be increased and once there stays at that level. It is 60' of daylight which will be a significant detriment to Strahd and some of his minions.
However, keep in mind Strahd has some damage absorption mechanisms unless the players take them out first.
I also think of Strahd as a military "man". His history is a conqueror and a ruler.
His animated armor is roaming the castle. I think he might have a great sword lying around. He has also been studying at the Amber Temple for centuries but he just isn't that motivated or he would have long ago mastered everything there. Personally, I interpret this to mean that he is only ever really motivated to learn more when faced with more challenging and thus more enjoyable and less boring adventurers from outside Barovia. He defeats them all in the end but they are truly his motivation to do more. So, my version of Strahd has spent the last few weeks studying at the Amber Temple so that when the party decided to accept his invitation, he would have a few more new tricks to show them. He has also gone through some of the spell books at the Amber Temple looking for ones that could be more fun for him to use. In particular, he has added Tenser's Transformation to his list and along with wearing his armor and wielding a greatsword, these will make him a bit more formidable melee combatant. In my version, he would ideally like to vanquish the players using his martial abilities rather than just the spells - though the spells will do in a pinch.
He plays with his food, never doubting that he will win in the end, which despite his intelligence may be his downfall if the party can capitalize on the fact that he is likely to underestimate them.
Anyway, I bumped Strahd's hit points a bit and with his armor his AC is 21. Strahd's plan to use fog cloud cast by a minion combined with his martial prowess to mow down the PCs may fail but it is how I think he will likely play the beginning of the encounter at least. If it doesn't work he has other spells he can fall back on (I've added most of the spells a PC might choose - Banishment, Wall of Force, Animate Objects to his spell list so it should be interesting ... however, in my case the PC group is 4 level 11 PCs and Esmerelda as an NPC.
Strahd is smart, if HE sees (and he ******* KNOWS they are coming by the time they are fighting him) he will PLAN to fight against it. His castle is HIM and his domain is HIM. He can fly through his walls and ALWAYS knows where the player characters are THE MOMENT THEY ENTER HIS HOUSE. Oh your group is entirely melee? Be a shame if i flew through my house and had it kill you while i fly through walls and casts spells.
Anyway, I bumped Strahd's hit points a bit and with his armor his AC is 21.
Hm I am not sure but I think that Strahd is not wearing armour in the last battle becouse he has an ability to go through walls but Animated Armour can not so it will limit him. Maybe I am wrong
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Hi. My players soon will get this powerful magic item and I was wondering isn’t it too much? Like it deals 2d8 + 2 to Strahd and f**** up his regen (so 2d8+22 damage). It gives players 15 + 15ft. of safe space (strahd cannot start his turn there or gets damage and disadvantage on attacks and saving throws) and this distance can be increased to 60ft. total.
So like.... isn’t it too much?
Depends on the players and how much they need help
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Remember Strahd is intelligent and a challenging opponent. He also has many possible minions and access to all the spells in the PHB at the Amber Temple.
So what is the answer to all of this nasty sunlight?
Strahd can prepare Fog Cloud (magical light still works inside the Darkness spell). He could cast it but you could also give it to the Barovian witches if you want some weaker minions or have Strahd recruit some hags if you are looking for stronger ones. If you think about it, creating mist/fog would be quite thematic for a witch. Fireballs and melee attacks all still work inside a fog cloud and Strahd could take the hide action to disappear (depending on the perception abilities of the party) and make it all a bit more tense.
You could have Strahd try to charm someone and as soon as he succeeds have Strahd or an NPC throw up fog cloud.
Also remember that Strahd is likely never alone. He can summon wolves/bats and he also has many other minions at his disposal (lots of vampire spawns are around and he could even have created a vampire or two if he was interested). If you allow the party to engage Strahd alone, as published, with all the of the magic items (Especially the Sunsword and the Holy Symbol of Ravenkind), against a reasonable party for the castle (ie around level 9+ - likely 5-7 characters including NPCs) then it could be over very quickly since he only has one action + legendary and lair actions. It may depend on whether Strahd can get off a devastating spell and how many of the PCs fail.
Also note, that the Strahd strategy text (I think it is in the character bio in the appendix) specifically points out that if he is being prevented from regenerating then he will likely leave though that doesn't mesh very well with the prophecy where there is one location they are sure to meet him and ideally the conflict should be resolved there. So up to you how you want to handle it but Strahd is NOT going to just stand there and die in two rounds. He is far too intelligent.
Finally, getting the final battle to work may be a challenge and I haven't gotten there myself yet :) ... but I'd suggest not having Strahd alone, look at strategies he could use to mitigate some of the character abilities, choose some minions to start the fight with him. If it goes too easily have additional waves in the wings you could bring in if needed (vampire spawn, swarms of bats, wolves, witches etc) and also have some possible events based on your playing of the game that could show up to help (unexpected allies or enemies - one of the NPCs is supposed to be a special ally in the fight - so give them an unexpected ability that surprises the NPC, Strahd and the characters - maybe "possessed by the Morninglord" - the NPC becomes a good cleric of the Morninglord and unexpectedly provides support in the battle that is far different from what the NPC was expected to bring. Picture it as a contribution of the Land of Barovia fighting back against the dark influence of Strahd/Amber Temple. You could go lots of different ways with it but keep several ideas in your back pocket to develop during the fight depending on how things are going for the characters.
Dynamic balance is needed to make a really challenging fun and satisfying conclusion while ideally not leading to a TPK. However, any "interventions" have to be thought out in advance and be very consistent with the plot and NPCs so that it doesn't look like the DM stepping in. Fiction is full of last minute rescues/assistance by NPCs but it has to flow with the narrative. If you are considering putting in such balance elements - you should also foreshadow them - drop hints or glimpses that may mean something and may not. A character who could become "possessed by the Morninglord" might be seen offering prayers at dawn by the party and being a bit devout. Even that little bit of character development early in the process makes a later unexpected change far more understandable to the players in retrospect.
P.S. Anyway, the blade is powerful but not OP. It is nasty against undead and particularly vampires but Strahd has a number of options available to mitigate it.
Well considering the sun blade just has the stats of a sun sword, i would say that it is only really good in barovia, were you can find undead basically anywhere, plus it is not that op for an endgame item.
The Sun Blade is intended to be OP within the context of the adventure, it's intended to be "If you can't find this thing you lose". That said, Strahd doesn't have to get into melee combat.
Strahd would like see this weapon coming, and plan more then accordingly. battlefield control for strahd feels like something he would be excelling at, given the access to hags, vampire spawn, potentially vampire, wolfs, and other nasty resource draining creatures.
Bear in mind that Strahd is designed to be extremely obnoxious to fight, particularly in his castle -- he can use a lair action to walk through walls, a legendary action to move without opportunity attacks, Nondetection and Stealth +14 to avoid being tracked, and regeneration so if he manages to break contact he'll be back at full health a minute later.
Yeah, but I do actually see him as a melee fighter. He was a military man and is usually shown with a sword. His legendary “unprovoking” movement is super good while running between PCs. Idk, I just see him like this. But unfortunately RAW it becomes more like “punch and run” battle
Thank you for your answer. Gonna steal some of the ideas. My point is more “PCs have really big safe zone” and using Fog cloud is a good idea
Maybe I misunderstood how does this blade work. I think players can just use 3 actions before fight to make its light brighter and it will remain in this position until deactivated. But just maybe I am wrong. Maybe PC needs to use every his action to hold its brightness or some other limitation may apply.
I am just really nervous about 60 ft of “safer” lands. I don’t see “kick and hide” as a very entertaining way to play him. Yes it makes sense but, as for me, he shouldn’t do this each round.
As far as I know the light from the blade can be increased and once there stays at that level. It is 60' of daylight which will be a significant detriment to Strahd and some of his minions.
However, keep in mind Strahd has some damage absorption mechanisms unless the players take them out first.
I also think of Strahd as a military "man". His history is a conqueror and a ruler.
His animated armor is roaming the castle. I think he might have a great sword lying around. He has also been studying at the Amber Temple for centuries but he just isn't that motivated or he would have long ago mastered everything there. Personally, I interpret this to mean that he is only ever really motivated to learn more when faced with more challenging and thus more enjoyable and less boring adventurers from outside Barovia. He defeats them all in the end but they are truly his motivation to do more. So, my version of Strahd has spent the last few weeks studying at the Amber Temple so that when the party decided to accept his invitation, he would have a few more new tricks to show them. He has also gone through some of the spell books at the Amber Temple looking for ones that could be more fun for him to use. In particular, he has added Tenser's Transformation to his list and along with wearing his armor and wielding a greatsword, these will make him a bit more formidable melee combatant. In my version, he would ideally like to vanquish the players using his martial abilities rather than just the spells - though the spells will do in a pinch.
He plays with his food, never doubting that he will win in the end, which despite his intelligence may be his downfall if the party can capitalize on the fact that he is likely to underestimate them.
Anyway, I bumped Strahd's hit points a bit and with his armor his AC is 21. Strahd's plan to use fog cloud cast by a minion combined with his martial prowess to mow down the PCs may fail but it is how I think he will likely play the beginning of the encounter at least. If it doesn't work he has other spells he can fall back on (I've added most of the spells a PC might choose - Banishment, Wall of Force, Animate Objects to his spell list so it should be interesting ... however, in my case the PC group is 4 level 11 PCs and Esmerelda as an NPC.
Strahd is smart, if HE sees (and he ******* KNOWS they are coming by the time they are fighting him) he will PLAN to fight against it. His castle is HIM and his domain is HIM. He can fly through his walls and ALWAYS knows where the player characters are THE MOMENT THEY ENTER HIS HOUSE. Oh your group is entirely melee? Be a shame if i flew through my house and had it kill you while i fly through walls and casts spells.