


The only other thing left is a pick of your spells. As for feats, keep an eye on War Caster and Resilient (Constitution), mostly for those pesky Concentration benefits. Medicine / healer's kit can be handy for when you need to preserve spells.

There was one or two references to the local god Morninglord, but I don't think that needing to make any Religion checks were ever a thing. You're going to want the Sailor or Far Traveler background, to get access to Perception (or some other background and swap for it). I don't think that Nature, Arcana or Trickery are really going to help here. Tempest and Forge are probably the best at dealing damage themselves, rather than buffing others, if you like that. Eyes of the Grave could work, or could be constant misses, depending on how the game runs, and Path to the Grave really relies on setting up with others in your group. Grave cleric is situational, even for a campaign filled with undead. I generally prefer Light, Life, Knowledge or War (crusader's mantle is nice for group radiant damage), depending if you want to focus on being a blasty, a healy, a diviner, or buffing specialist. For subclasses, it depends on what kind of focus you want. Even if you could? Undead and expecting to use necrotic damage really isn't a great mix. If you're going with the old style of strictly human and around LG type? I doubt you'd even be allowed to play it. If you want to maximize fun and don't mind getting spooked in dark rooms, go with human.ĭeath cleric is basically the evil assassin-y, necrotic-element using, occasionally raise-dead types. If I were a DM running Strahd, I would explicitly ask my players to use human as race, for two reasons: nearly everyone you'll meet is human (other races get handwaved somewhat, but it helps immersion if everyone is human) and they lack darkvision, so you don't ruin the atmosphere by being able to see without candlelight (etc.). Think about horror cliche characters to a point. Go for edgy, gothic horror appeal or alternatively, a naive optimist who is set up for a rude awakening. But Strahd is all about the flavour and atmosphere of the campaign, so work harder on nailing your RP feel than your mechanical benefits. Many region-specific background features are made difficult to use by the nature of the campaign, so try to pick generally-useful ones or talk with your DM about fluffy abilities.

But any class can be useful, so do play what you want. Your party will also do well to have a Rogue, and a Monster Hunter Ranger or a Paladin are great additions too. The campaign leans a bit on your party having a Cleric.
