lunatron
2019-01-15, 06:52 PM
I am a rather new player to D&D 5e. My DM informed me that I will be playing a Death Cleric... against the rest of the party. My character is obviously going to get gang-beat and go down, but I would like him to at least take down as many other PCs as he can before he goes down. (The PCs will ultimately be fine, I think [aside from mine]; the party contains a Life Cleric and Ancients Paladin, so Revivify can be slung around liberally.)
My Death Cleric will be a level 11 Death Cleric, with the Izzet Engineer background (long story) and access to the Izzet spells. He will be a PHB tiefling. None of this is changeable; I know tiefling is not an optimal race for a cleric. He may level up to level 12 by the time of this encounter, but he may not. If he does level up, so will the rest of the party.
My Death Cleric may have a shadow, two ghouls, and some zombies on his side, but then again, he may not.
He will not have time to prepare for the fight, so any spells with a casting time longer than an action are out of consideration. For example, Summon Minor Elementals, from the Izzet spell list, is great, but it takes too long to cast.
The rest of the party includes:
- A level 12 Barbarian 10/War Cleric 1 half-orc (and if the party hits 12, he'll hit 13)
- A level 11 Rogue (Thief), human, who is exceptionally difficult to find due to Hiding and who has Mobile and proficiency in firearms. If she hides, my Death Cleric probably can't find her.
- A level 11 Rogue (Thief) Warforged who has an AC of 23 due to buying a bunch of magic items
- A level 11 Wizard (Necromancer), human
- A level 11 Ancients Paladin, Goblin
- A level 11 Life Cleric, winged Tiefling - And I should mention that the DM says my Death Cleric is going to count as an Undead Fiend. :|
I'm looking for guidance on optimizing my prepared spell list. My Death Cleric has a wis of 18 (will bump it to 20 if we get to 12), and so can currently prepare 11+4=15 spells, and I will obviously have access to the Death domain spells. I am currently thinking about:
1) Animate Objects (from the Izzet list) - Upcasting in a 6 slot and animating 12 tiny objects that fly and have Blindsight sounds nice for hunting down the Rogues if they try to hide. I can use my bonus action to command, "Pair off, flank enemies from [designated enemy list], and attack enemies until they are dead," and the tiny objects will just do their job until they are done. Would be lower damage output than some other options, though.
2) Banishment - Upcast in a 6 slot, I could possibly remove three combatants from the fight. Would be unfun for the other players, though.
3) Spirit Guardians - Upcast in a 6 slot, it would do great damage to anyone who gets near me. Much more damage than Animate Objects. The only issue is that I don't think the firearms-Rogue will get anywhere near me. She's just going to stand at a distance, shoot, and hide, and I won't be able to find her.
4) Blade Barrier - Iffy on this one, but it could be good to have, depending on positioning.
5) Otiluke's Resilient Sphere - Off the Izzet list. A nice panic button if I need to chug some potions. The Wizard does have Disintegrate, though.
6) Silence
7) Spiritual Weapon
8) Command - Upcast "Flee" would waste a bunch of PC's turns and also provoke AoOs.
9) Sanctuary
10) Healing Word
11) Flame Strike - A shame it's a Dex save and there are so many Rogues and that the Life Cleric is a tiefling.
12) Guiding Bolt
13) Aid
14) Inflict Wounds
15) ??? Maybe Hold Person?
Are there any obvious picks for preparation I am missing out on? Bless is great, but it'll compete with other great Concentration options, and most healing spells will be useless due to any potential allies being undead.
Death Domain Spells
Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
I am also looking for guidance on my combat tactics, because I haven't played a cleric of any sort before! (I usually play a paladin or a wizard.)
I would plan to open with either Banishment, Animate Objects, or Spirit Guardians. I lean towards Animate Objects, at the moment.
Second turn, if I survive that long, I would plan to attack with the Death Cleric's electric rapier (he's Dex based, and that can't be changed), plus Divine Strike, plus Touch of Death. He has the Lucky feat, so I can spend Luck points to get a hit if need be. Then bonus action Spiritual Weapon upcast to 4.
Third turn, possibly Inflict Wounds upcast + Touch of Death, then bonus action Spiritual Weapon.
I know any battle plan falls apart when it meets the enemy, but what are some good Death Cleric tactics to use?
My Death Cleric will be a level 11 Death Cleric, with the Izzet Engineer background (long story) and access to the Izzet spells. He will be a PHB tiefling. None of this is changeable; I know tiefling is not an optimal race for a cleric. He may level up to level 12 by the time of this encounter, but he may not. If he does level up, so will the rest of the party.
My Death Cleric may have a shadow, two ghouls, and some zombies on his side, but then again, he may not.
He will not have time to prepare for the fight, so any spells with a casting time longer than an action are out of consideration. For example, Summon Minor Elementals, from the Izzet spell list, is great, but it takes too long to cast.
The rest of the party includes:
- A level 12 Barbarian 10/War Cleric 1 half-orc (and if the party hits 12, he'll hit 13)
- A level 11 Rogue (Thief), human, who is exceptionally difficult to find due to Hiding and who has Mobile and proficiency in firearms. If she hides, my Death Cleric probably can't find her.
- A level 11 Rogue (Thief) Warforged who has an AC of 23 due to buying a bunch of magic items
- A level 11 Wizard (Necromancer), human
- A level 11 Ancients Paladin, Goblin
- A level 11 Life Cleric, winged Tiefling - And I should mention that the DM says my Death Cleric is going to count as an Undead Fiend. :|
I'm looking for guidance on optimizing my prepared spell list. My Death Cleric has a wis of 18 (will bump it to 20 if we get to 12), and so can currently prepare 11+4=15 spells, and I will obviously have access to the Death domain spells. I am currently thinking about:
1) Animate Objects (from the Izzet list) - Upcasting in a 6 slot and animating 12 tiny objects that fly and have Blindsight sounds nice for hunting down the Rogues if they try to hide. I can use my bonus action to command, "Pair off, flank enemies from [designated enemy list], and attack enemies until they are dead," and the tiny objects will just do their job until they are done. Would be lower damage output than some other options, though.
2) Banishment - Upcast in a 6 slot, I could possibly remove three combatants from the fight. Would be unfun for the other players, though.
3) Spirit Guardians - Upcast in a 6 slot, it would do great damage to anyone who gets near me. Much more damage than Animate Objects. The only issue is that I don't think the firearms-Rogue will get anywhere near me. She's just going to stand at a distance, shoot, and hide, and I won't be able to find her.
4) Blade Barrier - Iffy on this one, but it could be good to have, depending on positioning.
5) Otiluke's Resilient Sphere - Off the Izzet list. A nice panic button if I need to chug some potions. The Wizard does have Disintegrate, though.
6) Silence
7) Spiritual Weapon
8) Command - Upcast "Flee" would waste a bunch of PC's turns and also provoke AoOs.
9) Sanctuary
10) Healing Word
11) Flame Strike - A shame it's a Dex save and there are so many Rogues and that the Life Cleric is a tiefling.
12) Guiding Bolt
13) Aid
14) Inflict Wounds
15) ??? Maybe Hold Person?
Are there any obvious picks for preparation I am missing out on? Bless is great, but it'll compete with other great Concentration options, and most healing spells will be useless due to any potential allies being undead.
Death Domain Spells
Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
I am also looking for guidance on my combat tactics, because I haven't played a cleric of any sort before! (I usually play a paladin or a wizard.)
I would plan to open with either Banishment, Animate Objects, or Spirit Guardians. I lean towards Animate Objects, at the moment.
Second turn, if I survive that long, I would plan to attack with the Death Cleric's electric rapier (he's Dex based, and that can't be changed), plus Divine Strike, plus Touch of Death. He has the Lucky feat, so I can spend Luck points to get a hit if need be. Then bonus action Spiritual Weapon upcast to 4.
Third turn, possibly Inflict Wounds upcast + Touch of Death, then bonus action Spiritual Weapon.
I know any battle plan falls apart when it meets the enemy, but what are some good Death Cleric tactics to use?