The text of the first section or the adventure specifically says:Īdditionally, the chest contains any valuables once held by the characters and NPCs, including any spellbooks, components, focuses, and magic items lost to the adventurers. They can find their gear if you want them to (Stealth, lock picking, insight, perception, medicine checks, survival, all benefit from guidance. It's a significant party improvement cantrip. If the Cleric does not have that cantrip, guidance, in their first three chosen, consider allowing them to replace one with that cantrip. Suggest you review, with your player, their spell and cantrip line up, and both of you review the "Working Together" section in Chapter 7, and the Help Action in combat in Chapter 9. What should the Cleric do? Make the team better at whatever they do.įWIW, guidance, the cantrip, is IMO a must choose for a cleric at level 1, but that's due to having played a lot of clerics. This adventure tests party resourcefulness. The Cleric can offer advantage on most ability checks that party members are making. (If there is a monk in the party, this is very handy. If cleric helps help in combat, the better-at-combat party members get advantage on attacks. The following cleric First Level spells do not require materialĬomponents (and thus do not require a holy symbol).Ĭommand, Cure Wounds, Detect Magic, Detect Evil and Good, Guiding Bolt, Healing Word, Inflict Wounds, Purify Food and Drink,.The cleric gets to prepare any cleric spell at first level. Guidance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead The following cleric cantrips do not require material components (and.This cleric requires his holy symbol to really do anything. There are quite a few things that the Cleric can do.
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