A bit of a foreword before I look at his spells, so that I can better present the spell list and get feedback that
As I finish off 'DeathHouse' in 'CurseofStrahd,' I have to admit I'm a long ways away from actually having the party face off against the Dread Master of Barovia. But as I'm sure a lot of you do, I'm bouncing all over the place with regards to my prep for the greater adventure, and one of the things I'm currently working on is Strahd von Zarovich himself, his master plan, his tactics, and his spell list. My general feeling for Strahd is that he is a strategist who tailors his spell list for the day to come. And I'm planning for if he should find out that the party of adventurer's (fielding a Grave Cleric, a Paladin, a Ranger Gloomstalker, a Rogue Swashbuckler, and a Wizard (Diviner)) are all at 11th or even 12th* level, have discovered all 3 of the major artifacts, and are bringing along a party that includes Van Richten and/or Ezmerelda. In such an instance, my Strahd? He's going to be prepared.
Some changes I've considered making to Strahd include upgrading him to CR 16 or 17, which includes increasing his HD by 2 (19d8) with a similar increase in effective wizard level and spells prepared (from 9th to 11th level caster). I'm giving him the War Caster feat and the benefits of a 11th level War Mage. As a vampire and looking at prior editions, I personally think I want to add Cold to his list of resistances, along with either Immunity to Poison (condition and damage), or Poison Resistance and possibly advantage on Poison Saving Throws. I may drop Cold as a resistance, I'm unsure. I'm also making changes as recommended by Mike Shea on Sly Flourish (6d6 vs. 4d6 for his necrotic unarmed attack damage, maximum HP on HD (no static here!), and he's wearing bracers of defense and a ring of protection for a final AC of 20). I'm also increasing his natural armor to a +3, so that his base AC will rise from 16 to 17 (I believe this means he wouldn't benefit from Mage Armor). Other changes are more cosmetic, such as adding Athletics, Deception, and Insight to his proficient (not Expertise) skill's list. I considered increasing his unarmed damage and lowering the increased necrotic damage (something like 2d6+4 slashing plus 5d6 necrotic) but that didn't seem right, exactly.
On spells! Here's the list I'm thinking of, and I'd definitely appreciate thoughts and recommendations on adjusting them to account for a tactical mind greater than my own. Dealing with a group that has the Sun Sword, the Icon of Ravenloft, and the Holy Symbol of Ravenkind, in the hands of a Cleric and Paladin? That's a scary combo, especially supplemented by the rest.
Spells Prepared (in consideration for Final Boss Battle)
Cantrips – Fire Bolt, Mage Hand, Prestidigitation, Ray of Frost, Toll the Dead
2nd level – Gust of Wind or Darkness, Melf's Acid Arrow, Mirror Image (honorable mentions: maximilian's earthen grasp, and web)
3rd level – Counterspell, Fireball or Lightning Bolt, Haste (honorable mentions: Dispel Magic, Slow, and Stinking Cloud)
4th level – Fire Shield, Greater Invisibility, Wall of Fire (honorable mentions: Dimension Door, Ice Storm, Otiluke's Resilient Sphere)
5th level – Bigby's Hand, Cloudkill, Wall of Force (honorable mentions: Cone of Cold, Mislead, Immolation, Negative Energy Flood, and Steel Wind Strike)
6th level – Wall of Ice or, maybe, Globe of Invulnerability (honorable mentions: Disentegrate**, Globe of Invulnerability, the Investiture spells, Contingency, Mental Prison, Pyshic Crush, Chain Lightning)
Now, naturally Strahd is not going to be fighting alone. I'm going to make sure he makes use of all of Ravenloft's defenses, and his own ability to bolster them with Guard's and Wards, Exploding Runes, etc., not to mention the vast force of minions at his disposal some who may enable casting of multiple concentration spells such as Darkness comboed with Fog Cloud to protect him from sunlight. I also anticipate him having 2 CR Vampire Blood Knights at his immediate disposal, thanks to Mike Shea at Sly Flourish for that. Combined with his Legendary Actions and Lair Actions, I'm anticipating it could be one hell of a fight that leaves those PC's left standing extremely proud of having defeated a near mythic villain of D&D.
Do the spells I put up look solid as far as choices go? And with the changes made to Strahd (HD, resistances, etc.) does he qualify as being worth of a jump in CR by 1 or 2, or should that be further adjusted in the damage output department? Thanks very much to everyone who replies with advice and suggestions on ensuring my running of Strahd meet's a players expectations.
* from everything I've seen in reviewing experience and Milestones, I can pretty easily see a completionist sort of party getting to 11th or 12th level, not the supposed 10th level cap as suggested by the adventure. I'm not planning on setting an artificial cap and will try to adjust Strahd so that he is never more than 5 levels above the party and even as little as 3 or 4 levels above them ... with the caveat that I will not reduce him below 15th level.
** Disintegrate doesn't feel like a Strahd spell. He likes his dead bodies with pieces left over, able to be displayed and animated)
A bit of a foreword before I look at his spells, so that I can better present the spell list and get feedback that
As I finish off 'Death House' in 'Curse of Strahd,' I have to admit I'm a long ways away from actually having the party face off against the Dread Master of Barovia. But as I'm sure a lot of you do, I'm bouncing all over the place with regards to my prep for the greater adventure, and one of the things I'm currently working on is Strahd von Zarovich himself, his master plan, his tactics, and his spell list. My general feeling for Strahd is that he is a strategist who tailors his spell list for the day to come. And I'm planning for if he should find out that the party of adventurer's (fielding a Grave Cleric, a Paladin, a Ranger Gloomstalker, a Rogue Swashbuckler, and a Wizard (Diviner)) are all at 11th or even 12th* level, have discovered all 3 of the major artifacts, and are bringing along a party that includes Van Richten and/or Ezmerelda. In such an instance, my Strahd? He's going to be prepared.
Some changes I've considered making to Strahd include upgrading him to CR 16 or 17, which includes increasing his HD by 2 (19d8) with a similar increase in effective wizard level and spells prepared (from 9th to 11th level caster). I'm giving him the War Caster feat and the benefits of a 11th level War Mage. As a vampire and looking at prior editions, I personally think I want to add Cold to his list of resistances, along with either Immunity to Poison (condition and damage), or Poison Resistance and possibly advantage on Poison Saving Throws. I may drop Cold as a resistance, I'm unsure. I'm also making changes as recommended by Mike Shea on Sly Flourish (6d6 vs. 4d6 for his necrotic unarmed attack damage, maximum HP on HD (no static here!), and he's wearing bracers of defense and a ring of protection for a final AC of 20). I'm also increasing his natural armor to a +3, so that his base AC will rise from 16 to 17 (I believe this means he wouldn't benefit from Mage Armor). Other changes are more cosmetic, such as adding Athletics, Deception, and Insight to his proficient (not Expertise) skill's list. I considered increasing his unarmed damage and lowering the increased necrotic damage (something like 2d6+4 slashing plus 5d6 necrotic) but that didn't seem right, exactly.
On spells! Here's the list I'm thinking of, and I'd definitely appreciate thoughts and recommendations on adjusting them to account for a tactical mind greater than my own. Dealing with a group that has the Sun Sword, the Icon of Ravenloft, and the Holy Symbol of Ravenkind, in the hands of a Cleric and Paladin? That's a scary combo, especially supplemented by the rest.
Spells Prepared (in consideration for Final Boss Battle)
Cantrips – Fire Bolt, Mage Hand, Prestidigitation, Ray of Frost, Toll the Dead
1st level – Fog Cloud, Jim's Magic Missile, Shield (honorable mentions: Disguise Self, Expeditious Retreat, Longstrider, Witch Bolt)
2nd level – Gust of Wind or Darkness, Melf's Acid Arrow, Mirror Image (honorable mentions: maximilian's earthen grasp, and web)
3rd level – Counterspell, Fireball or Lightning Bolt, Haste (honorable mentions: Dispel Magic, Slow, and Stinking Cloud)
4th level – Fire Shield, Greater Invisibility, Wall of Fire (honorable mentions: Dimension Door, Ice Storm, Otiluke's Resilient Sphere)
5th level – Bigby's Hand, Cloudkill, Wall of Force (honorable mentions: Cone of Cold, Mislead, Immolation, Negative Energy Flood, and Steel Wind Strike)
6th level – Wall of Ice or, maybe, Globe of Invulnerability (honorable mentions: Disentegrate**, Globe of Invulnerability, the Investiture spells, Contingency, Mental Prison, Pyshic Crush, Chain Lightning)
Now, naturally Strahd is not going to be fighting alone. I'm going to make sure he makes use of all of Ravenloft's defenses, and his own ability to bolster them with Guard's and Wards, Exploding Runes, etc., not to mention the vast force of minions at his disposal some who may enable casting of multiple concentration spells such as Darkness comboed with Fog Cloud to protect him from sunlight. I also anticipate him having 2 CR Vampire Blood Knights at his immediate disposal, thanks to Mike Shea at Sly Flourish for that. Combined with his Legendary Actions and Lair Actions, I'm anticipating it could be one hell of a fight that leaves those PC's left standing extremely proud of having defeated a near mythic villain of D&D.
Do the spells I put up look solid as far as choices go? And with the changes made to Strahd (HD, resistances, etc.) does he qualify as being worth of a jump in CR by 1 or 2, or should that be further adjusted in the damage output department? Thanks very much to everyone who replies with advice and suggestions on ensuring my running of Strahd meet's a players expectations.
* from everything I've seen in reviewing experience and Milestones, I can pretty easily see a completionist sort of party getting to 11th or 12th level, not the supposed 10th level cap as suggested by the adventure. I'm not planning on setting an artificial cap and will try to adjust Strahd so that he is never more than 5 levels above the party and even as little as 3 or 4 levels above them ... with the caveat that I will not reduce him below 15th level.
** Disintegrate doesn't feel like a Strahd spell. He likes his dead bodies with pieces left over, able to be displayed and animated)