Use your charisma to convince the Cleric that Life domain actually means that their ultimate quest is in convincing people to live life to the fullest (as opposed to preserving life). And when encounters go bad, or an NPC suffers a fate that otherwise could have been prevented, remind the Cleric that they should be encouraging all folk to just say yes and go for it, gain life experiences, and LIVE. If that NPC was going out and experiencing life, they wouldn't have been stuck at home, or their job, or under the service of some master... and then found dead.
Use your charisma to convince the Cleric that Life domain actually means that their ultimate quest is in convincing people to live life to the fullest (as opposed to preserving life).
But don't try to use actual skill dice rolls. It is far better to just talk :)
I would first of all ask if you've cleared this with your DM, and possibly the Life Cleric you're part of an adventuring party with? Because this could end up in player-versus-player (PvP) combat, or tensions at the table. And that's fine when everyone's on board with it. Before you commit to this goal though, you may need to come up with some ideas yourself; if we can't help you, you'll be stuck with a character who's just going to keep reaping mechanical rewards even if they're not doing their RP responsibilities.
In roleplay these things take time. Your patron will be able to appreciate that, but you'll have to provide tangible results nonetheless. I would say convincing them to heal a healthier party member than a weaker target is fine once. After that you're both wasting time and resources, and the sum of your parts becomes worth more than the whole. So when they've done that, convince them to rely less on magic (or sell it to NPCs), or to make an argument that a criminal should live their life miserably in jail rather than be hanged. Change their world view without changing them mechanically, especially to the detriment of the group. You can't please your patron if you're booted out of the group for being a nuisance.
Use your charisma to convince the Cleric that Life domain actually means that their ultimate quest is in convincing people to live life to the fullest (as opposed to preserving life). And when encounters go bad, or an NPC suffers a fate that otherwise could have been prevented, remind the Cleric that they should be encouraging all folk to just say yes and go for it, gain life experiences, and LIVE. If that NPC was going out and experiencing life, they wouldn't have been stuck at home, or their job, or under the service of some master... and then found dead.
I like this, and in a way it compliments the Grave Domain quite nicely, especially if we go by Forgotten Realms deities such as Kelemvor and Dumathoin who want life to be lived fully and death to be met with peace rather than fear.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
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im no good at roleplay and just multiclassed into a warlock and the deal i made with my patron was to corrupt the life cleric in the party any advice?
Use your charisma to convince the Cleric that Life domain actually means that their ultimate quest is in convincing people to live life to the fullest (as opposed to preserving life). And when encounters go bad, or an NPC suffers a fate that otherwise could have been prevented, remind the Cleric that they should be encouraging all folk to just say yes and go for it, gain life experiences, and LIVE. If that NPC was going out and experiencing life, they wouldn't have been stuck at home, or their job, or under the service of some master... and then found dead.
But don't try to use actual skill dice rolls. It is far better to just talk :)
I would first of all ask if you've cleared this with your DM, and possibly the Life Cleric you're part of an adventuring party with? Because this could end up in player-versus-player (PvP) combat, or tensions at the table. And that's fine when everyone's on board with it. Before you commit to this goal though, you may need to come up with some ideas yourself; if we can't help you, you'll be stuck with a character who's just going to keep reaping mechanical rewards even if they're not doing their RP responsibilities.
In roleplay these things take time. Your patron will be able to appreciate that, but you'll have to provide tangible results nonetheless. I would say convincing them to heal a healthier party member than a weaker target is fine once. After that you're both wasting time and resources, and the sum of your parts becomes worth more than the whole. So when they've done that, convince them to rely less on magic (or sell it to NPCs), or to make an argument that a criminal should live their life miserably in jail rather than be hanged. Change their world view without changing them mechanically, especially to the detriment of the group. You can't please your patron if you're booted out of the group for being a nuisance.
I like this, and in a way it compliments the Grave Domain quite nicely, especially if we go by Forgotten Realms deities such as Kelemvor and Dumathoin who want life to be lived fully and death to be met with peace rather than fear.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft