curse of strahd radiant damage

2017-11-27, 07:57 PM ... Trickster Rogue. Put it on the Paladin and just wreck. Even the sun is against me. if the heart would go to 0 HP, instead of being destroyed, it transfers the damage back to Strahd and stuns him until the start of his next turn. It is a 6th level spell so would take up one of higher spots. The Keepers will tell them how to deal with it, sending them to the Temple. Strahd does not have Sunlight sensitivity if the heart is alive (even if it can't absorb any more damage), Strahd can turn off the connection at any time. I am going to steal this idea, with the small change that it wasn't resultant of the soul of a saint, but experimentation and the third and final seed from the WotW. Period. Problem #1: Radiant Damage and Strahd von Zarovich. For issue #1 I think removing the weakness to radiance is an interesting concept. Curse of Strahd has a theme of horror, but it's got plenty to offer for battle variety. You must use the same modifier for both rolls. Also, I might use some of your Tome additions, thanks for sharing. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. It honestly depends on how your group is if you were to remove the weaknesses. Their main class ability is cranking out lots of radiant damage, which made this a good choice for CoS. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. I'm somewhat notorious for playing a Ranger, so I figure that class is out, and I've always preferred playing Martials over spell casters. He doesn't go breaking down the door, he knocks, he waits or asks to be invited, maybe he just talks from the doorstep. I still lust for life and youth, and I curse the living that took them from me. No damage threshold. When you hit an undead with it, that target takes an extra 1d8 radiant damage. Any thoughts or additions? Cool, I made a very similar change to the Tome entry in the same paragraph. So my party is a little OP, and I've been running this pretty similar. One of Strahd's lair actions is the ability to move through the walls, ceiling and floor. 2017-11-28, 12:19 PM. Basically, I'm currently looking at either Battlemaster Fighter, Monk, or Bloodhunter, either Human or Variant Human. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. This item appears to be a longsword hilt. I will give it the shape of a heart, like that Tatyana ripped from my chest when she chose Sergei over me! Either they fight Strahd before finding the Tome and they try Radiant damage and it does nothing and they're either terrified or deflated, likely both. The lore even gives us the perfect justification in this with St. Markovia. CoS radiant damage prevents regeneration ... radiant placed on Strahd whilst in proximity to the sword will deal the correct damage type and also prevent the regeneration. Or you could drag in a straightforward DMG: 20, radiant whichever you ... curse of strahd, effect application, radiant damage effects. It's unclear to me, however, whether the revenants in Curse of Strahd work the same way. Starting at L1, stopping at or around L10, so there's no need to consider L14 features no matter how cool they are. While it does give Strahd a real sense of 'I am not an ordinary Vampire' feel I do think removing these makes it a much tougher fight. I feel like if the darkness gave him enough power to create a demi plane then it would at least tailor the environment to suit him. So what I'm doing is putting the existence and the nature of the Heart in the Tome of Strahd, so that they know what and how he's able to resist such damage. And I changed the Tome of Strahd to let the players know that this is a thing they really should destroy. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. Seems in a month or so I'll be starting up my second game based around Curse of Strahd. I also don't like how easy it would be to destroy the heart while fighting Strahd. JavaScript is currently disabled. Players love feeling powerful and modifying the heart would negate some of this. But the sword, that cursed sword that Sergei brought! Strahd takes 10 radiant damage when it starts its turn in sunlight. Even a stake through my heart does not kill me, though it holds me from movement. Use Strahd's abilities. I'm curious to know how others have been playing the revenants in Curse of Strahd. To make things worse, there's the Sunsword and Holy Symbol, which bake sunlight and Radiant damage into the campaign. So trying to figure out char stuff. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. While the blade exists, this magic longsword has the finesse property. The first things that came up for me was using the Sidekick abilities for characters like Ireena. “Vampyr” is my new name. I have mine as something similar. I think Strahd and Van Richten ended up unloading on each other, and between that, some healing, and sheer action economy, we misted Strahd (no Sunsword, no sunlight, no permadeath) at about the same time the Heart team finally shattered the fucker and I finished with the two spawn at the bottom of the tower, but we were all spent afterward. That's book canon; it mentions that the sun is always obscured enough by the mists that vampires can move around freely in the daytime. Such is the balance of suspense and horror. Sentience. This subreddit serves as a helpful place for anyone running the Curse of Strahd module for D&D 5e. Obsidian Portal has a lot of really cool features that use JavaScript. A sword of sunlight, once wielded by Sergei von Zarovich. This makes it interesting: do they dare try to shatter the Heart before confronting Strahd for a final time, or do they go into the final fight knowing that they're essentially fighting with one hand tied behind their back? Stats to be taken from a 6x6 grid, so likely to be a bit better than point buy. If the party is unable to deal this damage, then have them leave the helpless corpses still conscious behind them, perhaps describe their wailing still present if they are ever again in the area. Either one, I think, makes for good storytelling, because it tells you something about this particular party. But my point is that Strahd's supposed to be a brilliant military strategist who has access to all sorts of powerful magic and centuries of time on his hands; his first line of defense against someone throwing Radiant spells at him shouldn't be "Bet you can't pass a DC 17 Wisdom save.". Only radiant damage is capable of releasing them. I love it! It regains all hp no matter what at dusk unless it was destroyed. Sun blade. I like you ideas but I think issue #2 is relevant because it would give the part a sense of accomplishment and power. Now, as lots of folks point out, that's not to say that he's helpless against Radiant Damage: he can still Legendary Action himself out of Sunsword/Holy Symbol attack/sunlight range, Charm the wielder and have them turn it off or chuck it away, Lair Action through the walls, mob them with minions, etc., and those are all valid. Only manually can that be done. The risk/reward mechanics aren't for everyone, though. However, the 1d6 radiant damage is very strong, especially against undead (consider zombies, which die without getting to use their Undead Fortitude if they take radiant damage, and of course vampires, which cannot regenerate health). It has, however, gained the properties of a sun blade. Letting the players know about the heart (through the Tome) is essential as it gives them a moment to turn the tides and become more powerful heroes, I do not have a strong sunlight in my campaign. Attaining more gems increase its hp buffer. Please let me know if you have any feedback! The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It is the sun and light I fear the most. Sunlight and radiant damage does not turn off Strahd's regen. Press question mark to learn the rest of the keyboard shortcuts. We'll be starting CoS in a few weeks, and have decided on a party entirely of half elves (including SCAG variant half elves). When you hit an undead with it, that target takes an extra 1d8 radiant damage. We think you'll have a much more enjoyable experience. Immediately, part of the party moves to engage Strahd at the landing while our Wizard/Cleric and the NPClock advance on the heart and I begin the descent down the stairs to clear an escape route. With the additions that the heart: While active, radiant and sunlight do not effect Strahd's regen. The only issue with it is that 50 HP is a lot until it isn't, you know? And I'll include in there a mention of the great pains Strahd went through to make this one with the implication that he probably can't make another with the party still alive. I'm a little afraid that my party will burn it down from range before the spawn even get a chance to show up and make it a contest. NecessaryWeevil. This gives them a good reason to go to the Temple, and keeps Strahd nice and healthy until the final showdown. I fear and hate it as much as the sun. I still lust for life and youth, and I curse the living that took them from me. I fear the sun, but I am the master of this land and even it will bend to my will. Versatile. I like this, and will use some of it as I need to to help manage an op party during their castle ravenloft run coming up. I've decided to take this one step further, and say that skirmishes with her are what prompted Strahd to consider his vampiric weaknesses and begin work on the Heart of Sorrow. 3. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. On a related note, what made your combat with the heart so memorable? From two doors back in the hallway from whence we came appears Strahd himself. When you hit an undead with it, that target takes an extra 1d8 radiant damage. Sounds like you painted yourself into a corner a little? Also make Strahd resistant to all damage besides radiant, and allow him to regenerate any damage that's not radiant damage even if he take radiant damage that round also. If you are proficient with shortswords or longswords, you are proficient with the sun blade. I think if you stage a fight there, the tower has the potential to be memorable just because it's a vertical fight, and we don't see a lot of those in this game. So paladin, cleric, Wizard, sorcerer should be good choices. “Vampyr” is my new name. I agree on both counts: players love feeling powerful and accomplished, and yes, removing the weakness to radiance makes for a much tougher fight. Then at a later meeting he walks in uninvited, cool as a mountain lake, and doesn't blink when the PCs try to figure out how he "broke" that "rule.". The DM swears hand to heart this is how the dice fell, but I still love it: we open the door that goes out to the tower containing the Heart. The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. And while Sacred Flame is easily avoidable, Divine Smites (which against Strahd have a floor of 3d8), Guiding Bolt (a 1st level spell that scales impeccably), Spirit Guardians, and potential late-game additions Wall of Light and Dawn sure aren't.

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