Both are good options, but I'd either go with the Cleric, or if allowed, use the Witherbloom Student background with the Wizard so you still get the big Cure and Restoration spells.
When deciding, think about vampire & werewolf tropes and the D&D mechanics you know. Consider charms, polymorphs, curses, diseases, etc. when building your character.
This might be a bit "metagamey", but Cleric is better for a few reasons, but one of them is the fact that Barovia is a very isolated setting without a lot of "commerce" to take advantage of, so for the most part you won't have access to the special inks or even spell scrolls necessary to really take advantage of being a Wizard. So while Wizards are generally considered the most versatile spellcaster class, that also assumes you'll be able to really take advantage of your spellbook. With a Cleric, at least, you've got your whole spell list to pull from as needed.
That said, if you really want to play as a Wizard, it's not like your team will be too weak or anything. Either option works fine, but I think Cleric will overall be easier... if nothing else you can at least wear armor.
I mean, it’d be a jerk move by the DM to block your ability to learn new spells as a Wizard on that basis. Also, have you confirmed with your DM what content is available for the campaign? I know some prefer not to use the chronurgy and graviturgy spells, and a lot of them prefer not to use the adventure specific feats in other contexts.
I mean, it’d be a jerk move by the DM to block your ability to learn new spells as a Wizard on that basis. Also, have you confirmed with your DM what content is available for the campaign? I know some prefer not to use the chronurgy and graviturgy spells, and a lot of them prefer not to use the adventure specific feats in other contexts.
No matter what as a Wizard you're guaranteed to learn new spells at each level up, but without special inks, spell scrolls, or other spellbooks as objects in the game world, you're limited to only learning spells through level up.
Not that a Wizard limited to the spells they learn through level up is weak or anything like that, they just have less tricks up their sleeves than a wizard who gets the opportunity to really fill out their spellboock.
I know, but it’s generally understood that the inks bit is functionally “convert X gold into a spell you can copy down during appropriate downtime”. Hardline “you can’t use this core class feature at all in this setting” would be a red flag for me.
I think you're right that a good DM shouldn't completely eliminate some core aspect of a character, but part of the challenge of Barovia as a setting is that there's just not a lot of resources available. Even if the DM decides that they can just spend gold without needing to find a seller of magic supplies or something, there's still not that much gold in Barovia in the first place.
I think for that reason classes like Wizard and Artificer kind of struggle, since they're both classes that generally assume access to resources of some kind as a means of fully taking advantage of the class. Neither one is so dependent on spending money that they're completely useless without, but they both have built-in class features that reward spending money on them that are hard to take advantage of in some settings.
I am par of a 4 member party just starting. We started with a Rogue, Druid (me) Warlock and Monk. Our DM ran us through the intro (Death House, I think it's called) and the Rogue got killed. Like truly killed. I was nearly killed as well before that. It's a rough module and we struggled. The Rogue brought in a new charcter (Barbarian) and we are now moving a a decent pace. Moon Druid and Totem Barb to eat the damage as best we can, while we beat stuff down.
That said, I would suggest Cleric for early survivability and ongoing usefulness. Clerics are great in any party and choosing between a squishy Wizard and a not as squishy Cleric, for CoS, I would go not so squishy every time.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I'm gonna play CoS for 3 man party and other two players chose samurai fighter and oath of watcher paladin.
There's no full caster in this party. So I decided to become a caster class.
I'm thinking of light domain cleric or chronurgy wizard.
Light cleric can use fireball with great AC and I think cleric will fit perfect for CoS. But wizard is also great caster and it seems fun.
Which class should I play? Can you guys explain reasons without spoiler?
Both are good options, but I'd either go with the Cleric, or if allowed, use the Witherbloom Student background with the Wizard so you still get the big Cure and Restoration spells.
When deciding, think about vampire & werewolf tropes and the D&D mechanics you know. Consider charms, polymorphs, curses, diseases, etc. when building your character.
This might be a bit "metagamey", but Cleric is better for a few reasons, but one of them is the fact that Barovia is a very isolated setting without a lot of "commerce" to take advantage of, so for the most part you won't have access to the special inks or even spell scrolls necessary to really take advantage of being a Wizard. So while Wizards are generally considered the most versatile spellcaster class, that also assumes you'll be able to really take advantage of your spellbook. With a Cleric, at least, you've got your whole spell list to pull from as needed.
That said, if you really want to play as a Wizard, it's not like your team will be too weak or anything. Either option works fine, but I think Cleric will overall be easier... if nothing else you can at least wear armor.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I mean, it’d be a jerk move by the DM to block your ability to learn new spells as a Wizard on that basis. Also, have you confirmed with your DM what content is available for the campaign? I know some prefer not to use the chronurgy and graviturgy spells, and a lot of them prefer not to use the adventure specific feats in other contexts.
No matter what as a Wizard you're guaranteed to learn new spells at each level up, but without special inks, spell scrolls, or other spellbooks as objects in the game world, you're limited to only learning spells through level up.
Not that a Wizard limited to the spells they learn through level up is weak or anything like that, they just have less tricks up their sleeves than a wizard who gets the opportunity to really fill out their spellboock.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I know, but it’s generally understood that the inks bit is functionally “convert X gold into a spell you can copy down during appropriate downtime”. Hardline “you can’t use this core class feature at all in this setting” would be a red flag for me.
I think you're right that a good DM shouldn't completely eliminate some core aspect of a character, but part of the challenge of Barovia as a setting is that there's just not a lot of resources available. Even if the DM decides that they can just spend gold without needing to find a seller of magic supplies or something, there's still not that much gold in Barovia in the first place.
I think for that reason classes like Wizard and Artificer kind of struggle, since they're both classes that generally assume access to resources of some kind as a means of fully taking advantage of the class. Neither one is so dependent on spending money that they're completely useless without, but they both have built-in class features that reward spending money on them that are hard to take advantage of in some settings.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
A party should never say no to a cleric.
No spoiler. Your party will take damage. Cleric can fix that.
I am par of a 4 member party just starting. We started with a Rogue, Druid (me) Warlock and Monk. Our DM ran us through the intro (Death House, I think it's called) and the Rogue got killed. Like truly killed. I was nearly killed as well before that. It's a rough module and we struggled. The Rogue brought in a new charcter (Barbarian) and we are now moving a a decent pace. Moon Druid and Totem Barb to eat the damage as best we can, while we beat stuff down.
That said, I would suggest Cleric for early survivability and ongoing usefulness. Clerics are great in any party and choosing between a squishy Wizard and a not as squishy Cleric, for CoS, I would go not so squishy every time.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Cleric will be better then the wizard. It'll be more simple in use and has special armor.
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