My group started Curse of Strahd a couple weeks ago, and sadly, my Druid died in the last combat before we got out. So I’m rolling up a new character. I haven’t picked a class yet but already rolled stats and rolled amazing. Only stipulation stats wise, is I can’t start with a stat higher than 18 after racial bonuses.
17/15/15/14/13/11
Right now, the party consists of a Barb/Druid who rages into a bear, a Bladesinger wizard, and ranged artificer, and a Paladin. However, the Paladin is a brand new player who’s not sure if he’ll stick around the whole time.
I’m not partial towards playing any class, more looking to fill a role or a hole in the party. I’ve looked at cleric, hexblade warlock, bloodhunter or maybe even another druid.
I’m open to any suggestions for characters though, even as far as subclasses and stuff.
Curse of Strahd emphasizes clerics in the assignment of its anti-Strahd relics, yes. A canny DM will try to ensure that Strahd has answers for that, though. Strahd didn't get to where he was by being stupid, after all.
That said, a cleric of the Light or Life domains makes a lot of sense from a general story perspective, as well - the gods that grant those domains are also the gods who would be most interested in trying to do something about Strahd, and such a cleric could receive a divinely ordained quest to go help the rest of these knuckleheads with their sucklehead problem.
An Order of the Ghostslayer blood hunter could be a fun tale, though if the paladin leaves it would leave your group very light on recovery abilities. Ragebear McMemebuild technically has access to restorative magic, but he's very unlikely to use it in combat since it'd involve sacrificing his multi-turn build-up to Ragebear state. The artificer also has basic recovery, but as an artificer player whose party is relying on her for recovery, allow me to say this - don't do that to your artificer, plz q_q. Paladins are excellent combat medics, but if yours leaves that's an Issue.
You could split the difference with a Divine Soul sorcerer (eugh) or a Celestial-patron warlock. The latter is particularly effective as an emergency lifesaver, given its pool of Healing-Word-The-Class-Feature dice, and it's better in a fight than most clerics are because Eldritch Blast. Speaking from a standpoint of pure mechanical efficacy, I'd probably go for the Celestial warlock. Decent emergency healing, the warlock's useful sustained damage capabilities, and all the flexibility that comes with Invocations. Good slap-bandage for making sure that wherever the party develops a hole, you're good to patch it up.
Yeah I have narrowed it down to celestial tomelock or hexblade tomelock. Celestial is obviously better for the healing aspect but I like the survivability and mechanics of Hexblade a lot more.
If Hexblade is what you're feeling drawn to, I say go for it. Artificer, Paladin, and Druid all have solid healing options, so your party's not hurting for healing or support. Although if you're going Tomelock, Celestial is fun because it gives you two additional cantrips, so you can basically be Dr. Cantrip, but that's more just for the gimmick of getting as many cantrips as possible.
My group started Curse of Strahd a couple weeks ago, and sadly, my Druid died in the last combat before we got out. So I’m rolling up a new character. I haven’t picked a class yet but already rolled stats and rolled amazing. Only stipulation stats wise, is I can’t start with a stat higher than 18 after racial bonuses.
17/15/15/14/13/11
Right now, the party consists of a Barb/Druid who rages into a bear, a Bladesinger wizard, and ranged artificer, and a Paladin. However, the Paladin is a brand new player who’s not sure if he’ll stick around the whole time.
I’m not partial towards playing any class, more looking to fill a role or a hole in the party. I’ve looked at cleric, hexblade warlock, bloodhunter or maybe even another druid.
I’m open to any suggestions for characters though, even as far as subclasses and stuff.
Clerics drown in artifacts in CoS. That would be good from a meta perspective.
I have a weird sense of humor.
I also make maps.(That's a link)
Curse of Strahd emphasizes clerics in the assignment of its anti-Strahd relics, yes. A canny DM will try to ensure that Strahd has answers for that, though. Strahd didn't get to where he was by being stupid, after all.
That said, a cleric of the Light or Life domains makes a lot of sense from a general story perspective, as well - the gods that grant those domains are also the gods who would be most interested in trying to do something about Strahd, and such a cleric could receive a divinely ordained quest to go help the rest of these knuckleheads with their sucklehead problem.
An Order of the Ghostslayer blood hunter could be a fun tale, though if the paladin leaves it would leave your group very light on recovery abilities. Ragebear McMemebuild technically has access to restorative magic, but he's very unlikely to use it in combat since it'd involve sacrificing his multi-turn build-up to Ragebear state. The artificer also has basic recovery, but as an artificer player whose party is relying on her for recovery, allow me to say this - don't do that to your artificer, plz q_q. Paladins are excellent combat medics, but if yours leaves that's an Issue.
You could split the difference with a Divine Soul sorcerer (eugh) or a Celestial-patron warlock. The latter is particularly effective as an emergency lifesaver, given its pool of Healing-Word-The-Class-Feature dice, and it's better in a fight than most clerics are because Eldritch Blast. Speaking from a standpoint of pure mechanical efficacy, I'd probably go for the Celestial warlock. Decent emergency healing, the warlock's useful sustained damage capabilities, and all the flexibility that comes with Invocations. Good slap-bandage for making sure that wherever the party develops a hole, you're good to patch it up.
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Yeah I have narrowed it down to celestial tomelock or hexblade tomelock. Celestial is obviously better for the healing aspect but I like the survivability and mechanics of Hexblade a lot more.
If Hexblade is what you're feeling drawn to, I say go for it. Artificer, Paladin, and Druid all have solid healing options, so your party's not hurting for healing or support. Although if you're going Tomelock, Celestial is fun because it gives you two additional cantrips, so you can basically be Dr. Cantrip, but that's more just for the gimmick of getting as many cantrips as possible.
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