The "Perfect" Dungeons and Dragons 5e Party
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- Опубліковано 21 сер 2024
- Want to know the best DnD Classes make up the perfect D&D 5e party? No worries, here are three perfect DnD parties that are perfectly balanced for any Dungeon or Dragon your Dungeon Master might throw at you. See what I did there?
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Perfect party is when you have all party members able to and attending the sessions
No joke 🤣
Second best party is the pizza party
Too op, please nerf hehehe
It's a myth, like bigfoot or loch ness monster
YES
In the wise words of JoCat: "Just form a party of five clerics and call them "The A-men""
I love thinking about these team comps, since I mostly DM for beginner players who more often than not want their first campaign/oneshot to be with premade characters and then tweak them to their tastes. Can't wait to see all the party comps in this video!
I had a group that discussed almost this exact thing. If we were to get TPK'd we were all going to take a class with a divine subclass and call ourselves the A-Men lol.
The Perfect Party:
1. the Ranger
2. the Cavalier
3. the Acrobat
4. the Magician
5. the Thief
6. the Barbarian
plus one pet: Uni the Unicorn
I never liked Uni, even as a young child. Other then that sounds just about perfect 😏🤣
“I understood that reference.”
That would make the Saturday morning cartoon the original Critical Role (havnt seen a full episode yet due to time)... Famous voice actors, unique situations, team problem solving, some ethical decisions, occasional commentary on society.
My one is:
Beast Barbarian - Shifter Long Tooth: tank with nice damage and useful traits.
Oath of Ancients Paladin - Half Orc: of tank that give spell resistance to the others.
Death Domain Cleric - Human Variant: healer by the cleric spells, damage by the Domain spells and traits, also defense by Defensive Duelist feat (a reaction for the non reaction class).
Dream Druid - Wood Elf: control effects, healer to.
Hunter Ranger - Variant Human: stealth, long range damage (have the combo Hoard Breaker + Crossbow Expert).
Shadow Sorcerer - Variant Human - damage area, save or s@ck spells buffet by Bloodhound and Twin Spell and can cast ritual by Ritual Caster feat also have dark vision by the archetype (so is a sorcerer with ritual, who is a human with dark vision).
Note: the barbarian have stealth to, and the druid can use the Wolf Spider form to get to. So the ranger don't need to go alone as a scout.
@@marcosantonio-hj7vp I am sorry sir ... You have failed your perception check.
This is a reference to a famous/imfamous 80s Saturday morning cartoon
A note: Light Cleric *DOES NOT* get Heavy Armor proficiency. Life Cleric does.
You are correct, but additional note: 14 DEX + Half plate is 1 AC behind full plate and no dex bonus (heavy armor). I think his point sticks but a good note to keep in mind S.P.!
He did say taking it as a feat.
As does Twilight cleric.
Medium armor is better tbh. Same AC at lower levels, one less AC at higher levels (once you can finally afford 1500 gp plate), BUT better saving throws, better skills, better initiative and lower ability score requirements!
@@nilsjonsson4446 Depends on whether your cleric is going to be brawling, honestly. Clerics don't have much access to finesse weapons, so the ability to actually hit and do damage in melee without doing something to add weapon proficiencies depends on your strength score. Since you need both Con and Wis as well, you're often better off going with Str and then there's no reason not to go with heavy armor.
That said, a Dexterity build is often better for many things, so from a power gaming perspective, making sure you have finesse weapon proficiencies and then going Dex is probably superior for the most part.
5:30 - In this house, we call the Divine Soul the "Holy Souly".
Fey Wanderer Ranger in place of the Hunter Ranger on the Wild Child group would have covered that face role while still mostly accomplishing the same things that the Hunter did.
Exactly what I was thinking fey wanderer is an underrated ranger archetype
I was cringing at Hunter ranger -- it's a laughably garbage optionwhen you have a whole-ass Fey Wanderer or Gloomstalker to choose from...
Horizon Walker too? I really like that Archetype and I think it can also be utilized in a similar fashion with additional damage on attacks.
My DM and I made a rival party to our party exclusively for dungeon delving that is accidentally perfect for it which is
Inquisitive Rogue
Rune Knight Fighter
Twilight Cleric
And Feylock pact of the chain.
There is no obstacle in a traditional dungeon they can't get past and they don't have to leave the dungeon mid-delve because they can tiny hut. They're shockingly solid overall, even if there's definitely gaps that just haven't been poked at too much when they've come up.
Bro, this is one of the best videos you've made in a long time. This should be the go-to playbook for any party who is serious about having the tactical advantage in a campaign.
Well done!
Love ya Bill
The only one I’d change is the special 5th pick of the 3rd team, I would have switched the Battle Master Fighter with a Gloom Stalker Ranger, fits the dungeon delver theme too ;) but my favorite is the first party, feels like the party legends were made of and told for generations
For Wild Child, I wouldn't take the Mastermind Rogue. I'd take an Ancients Paladin so you can get that party face in. Also, very good auras and some bonus healing.
I could see that, I’d also go with feylock or dragon sorc
@@elizabethmercado3889 I think a Feylock could work. Dragon Soul sorcerer seems a tidbit out of theme imo.
A bit of a meme but here:
1) Moon Druid: tank, emergency healer, debuff, control, and stealth
2) Shadow Monk: off-tank, control, stealth
3) Celestial Warlock: Healer, Ranged, Face
4) Scribes Wizard: Buffs, AoE Damage, Control
I think the best pick for a 5th would be a Phantom(?) Rogue. Subclass is pretty flexible.
But most importantly scribes wizard can use catnap to enable his team of short-resters to be fresh and ready to go in 10 minutes!
Starlight Scribblers.
Masterpeice!
How does monk count as a tank with garbage AC and a d8 hit die with con as a likely dump stat
@@donovangunther4538 with abilities like evasion and deflect missile, as well as proficiency in dexterity saving throws (and later, all saving throws) you could negate a lot of damage. You also don't have to make con a dump stat. I assume if this is the party composition, they discussed the party's roles before making the characters. I do however agree that a monk is not the best off-tank option. If there was a 5th player, I think a battle master fighter would be a good option for this reason.
@@donovangunther4538 If the druid needs a round or there are too many enemies, the monk can step in and BA dodge with typically high AC. Their good to be the "tank" for 1-2 rounds which is all something like a moon druid should need in a combat.
Looks at Fey Wanderer Ranger. Realizes they fill every role.
Fey Wanderer, Moon Druid, Ancients Paladin, and Nature Cleric seems to be a great thematic nature party.
Best party: Divination Wizard, Lore Bard, Vengeance Paladin, Arcane trickster Rogue and if you have a 5th, Twilight Cleric.
ot just a Druid
That's a funny way to say Chronurgist
Imo replace trickster with gloomstalker and divination could be (though not mandatory) a chronurgy
My one is:
Beast Barbarian - Shifter Long Tooth: tank with nice damage and useful traits.
Oath of Ancients Paladin - Half Orc: of tank that give spell resistance to the others.
Death Domain Cleric - Human Variant: healer by the cleric spells, damage by the Domain spells and traits, also defense by Defensive Duelist feat (a reaction for the non reaction class).
Dream Druid - Wood Elf: control effects, healer to.
Hunter Ranger - Variant Human: stealth, long range damage (have the combo Hoard Breaker + Crossbow Expert).
Shadow Sorcerer - Variant Human - damage area, save or s@ck spells buffet by Bloodhound and Twin Spell and can cast ritual by Ritual Caster feat also have dark vision by the archetype (so is a sorcerer with ritual, who is a human with dark vision).
Note: the barbarian have stealth to, and the druid can use the Wolf Spider form to get to. So the ranger don't need to go alone as a scout.
Meh.
Your holy party sounds the most fun, they're all good.
IMO if you include feats and racial choices the "perfect" party is just all clerics of differing domains. With the right selection and one feat choice you'll have a party that can all tank or off tank, heal. control, and based on domain fill in the last pieces you need. Have them rotate the frontline every few rounds and they'll be undefeatable.
Well said.
He underplayed way of mercy monk tho, being able to inflict the poison condition on something a hit affects a lot more than it gets credit for bc it’s not the damage they need to be resistant or immune to, they need to be immune to the condition, plus the poisoned condition DOES a lot
The best party is the one where you feel your character is their own thing. One of the best parties I played in was an all Human/Wizard party since they were all brothers.
Each character had their own thing. The divination wizard was maternal and lovely. The necromancer was charismatic and social, I was the an stoic conjuration soldier.
Another one for you
"The Night Shift"
The best combination of the creepiest character builds!
The perfect DnD Party is the one fitting the campaign best. Different Classes and Subclasses shine depending on the types of monsters you fight and the focus of the campaign (i.e. exploration, social situations, fighting, etc.)
I do like these kinds of thought exercises. Obviously the best party is the one made of classes the players want to play, regardless of "objective" effectiveness, but it's fun to think about optimisation like this. Thematically I like the first one as a collection of holy warriors, because it feels like there's good opportunities for role play. The second one has a strong theme too but I think the first one does it better
For the Battle Master in the third party, you can take it as a Bugbear for Sneak, then tack on the Ambush maneuver to boost the stealth roll even more.
I think every party you presented is great! Lots of synergy there, everyone can contribute, very fun to play. However, i think i can up the powerlevel with:
Oath of Vengeance Paladin as Tank, Face, secondary healer and burst
Twilight domain cleric as 2nd tank, main healer and buffing/debuffing
Gloomstalker Ranger for ranged damage and stealth
Chronurgy Wizard for AOE and Control
Lol I just saw this. I basically commented this same team. Twilight, Gloomstalker, any Paladin, and Chronurgy/Divination just covers all the basis in a campaign.
Another thing to note for these parties, each of them is capable of learning Fizban's Platinum Shield (through the sorcerer, wizard, and Bard through Magical Secrets respectively), which can definitely help increase survivability for those huge AoE Dex saves for one more person in the party lacking that ability. It definitely helps to shore up that obvious weakness since the whole party can't have it.
I love the Clerics and Druids here, but I think the Wizards, Warlocks and Sorcerers were left out a bit.
Overall, pretty cool. Thank you.
That first party is downright amazing in any case and I don’t think the Dex saves will be TOO big of a deal. The second one is cool flavor-wise and I personally LOVE playing a heading class in a group with other healers, but in certain campaigns might get wrecked. Third group is just a solid classic composition, would be guaranteed fun in any setting!
I’m surprised no Gloomstalker in group 2. Especially when Cody mentions taking a race with dark vision . Take a Eldarin Elf and have the ability to Misty Step
The Wild Child party sings to me because of the premise of my campaign world. If I ever move from 4E to 5E and run this story for new people, I hope they go with this one. 😊
Revised comment: I'm absolutely gobsmacked that Cody included a monk in one of the parties. I assume that was sponsored content.
1) Oathbreaker paladin: tank, emergency healer, burst damage, and Aura of Hate
2) Necromancer wizard: control, AoE, familiar scout and minions that love to hate
3) Twilight Cleric: heal, buff, off-tank and make angry minions more durable
4) Peace Cleric: heal, buff and make minions turn into crazy teleporters
5) Some crazy stealth and burst stuff, because why not?
a rogue
Actual best party:
Vengeance Palladin
Lore Bard
Gloomstalker Ranger
Divination Wizard
5th extra/alternate: Twilight Cleric
Chronurgist. Chronurgists can one round cast tiny hut. Literally the strongest thing in the game period.
I had the same just with a Arcane trickster rogue instead of a Gloomstalker.
@@whothefcares2687 that was my second pick, but rangers get pass without trace
@@punishedwhispers1218 What makes you think that is the strongest thing in the game?
Love the group synergy content, keep it coming! I would also advocate for a follow up video for 3-person teams. Much more constraint and challenges with covering your bases to make it interesting, even if it is a bit niche.
Might not be the best, but it a good party
1- Life Domain Cleric
2- Circle of the moon Druid
3- Bear Totem Barbarian
4- College of Valor Bard
5- Shadow Sorcerer
The Caffeine Corps:
In addition to just plain being an awesome combination of abilities (need to be at least 5th level for everything to kick in), by 11th level they all have insane bonuses to their initiatives - even moreso if they also all take the Alert Feat somewhere along the way - +19 Initiative for the Halfling and Wood Elf
Kalashtar BearBarian (3rd-lvl Bear Totem Barbarian/2nd-lvl Moon Circle Druid)
~ Berserker Tank!
~ Start as a Barbarian, making Wisdom your primary stat (you only need 13 Strength to multiclass) while Dexterity and Constitution will be mostly irrelevant for you.
~ Add two levels of Druid, opting for Circle of the Moon, then two more levels of Barbarian. (Later, cycle +1 Barbarian, +2 Druid, then +2 Barbarian, maxing at 8 Druid and 12 Barbarian.)
The synergy from this combo is absolutely sick!
~ Resistance to ALL forms of damage while raging
~ Unarmored Defense stacks with beast attributes from Wild Shape
~ Mind Link lets you speak telepathically to any creature within 50' at will and you can enable one of them to speak telepathically to you!
~ Proficiency in both Strength and Constitution saves (based on beast attributes) plus Advantage on Wisdom (Kalashtar) and Dexterity (Barbarian) saves
~ You can use a Bonus Action to burn a spell slot to self-heal - not much but, in a pinch, it can help preserve a current use of Wild Shape
~ At 7th-lvl in Barbarian, gain Advantage to Initiative rolls
Halfling Swashbuckler Rogue (Lightfoot or Mark of Hospitality)
~ Face, Off-Tank, Face, Stealth, Face, Burst Damage, and Face (Also Range and AoE, or even Off-Healer, with a 1-lvl dip into Sorcerer)
~ Primarily focus on Dexterity and Charisma; Rakish Audacity adds Charisma modifier to your Initiative (up to +5, same as Alert - you're almost always first)
~ Did I mention they're also the Party Face?
~ Skill Monkey with Expertise (at 6th-lvl) in *FOUR* of them! Reliable Talent (at 11th-lvl) makes failure with these four virtually impossible
~ Fancy Footwork for mobility, Uncanny Dodge as limited resistance, and Evasion (at 7th-lvl) against AoE damage makes you near-untouchable
~ At 11th-lvl Rogue, Reliable Talent makes it impossible to roll less than a 10 on a proficient skill check
~ Did I mention they're also the Party Face?
Wood Elf Grave Stalker (3rd-lvl Gloom Stalker Ranger/2nd-lvl Grave Cleric)
~ Range, Healer, Stealth, Burst, Control (possibly also Buffs/Debuffs); Level similar to BearBarian, maxing at 8 Cleric and 12 Ranger
~ Primarily focus on Dexterity and Wisdom; Dread Ambusher adds Wisdom modifier to your Initiative (up to +5, same as Alert - you're almost always first)
~ Healing spells on 0hp targets receive maximum effect (both Cleric and Ranger spells); can cast Spare the Dying as a Bonus Action with range of 30'
~ Umbral Sight increases Darkvision to 90' and makes you invisible to creatures relying on Darkvision to see you
~ Proficiency in Strength and Dexterity saves; gain proficiency in Wisdom saves at 7th-lvl in Ranger
~ At 6th-lvl in Cleric, Sentinel at Death's Door lets you use your reaction to nullify a Critical Hit within 30'
~ At 8th-lvl in Cleric, Potent Spellcasting lets you add your Wisdom modifier to damage dealt by Cleric Cantrips
~ At 11th-lvl in Ranger, Stalker's Flurry lets you make an additional Attack once per turn if one of them misses
Gnome Wartificer (3rd-lvl Battle Smith Artificer/2nd-lvl War Wizard)
~ Range, Healer, Buffs/Debuffs, Burst, Control
~ Start as Artificer, add two levels of Wizard, opting for War, then two more levels of Artificer. Later, +1 Artificer, +2 Wizard, then +12 Artificer
~ Intellect all the way, baby! You can Infuse magical weapons, using your Intelligence modifier for Attack and Damage rolls
~ Additionally, Tactical Wit adds your Intelligence modifier to your Initiative (up to +5, same as Alert - you're almost always going first)
~ Gnome Cunning grants Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic
~ Arcane Deflection lets you use your Reaction to gain +2 AC or a +4 bonus to a saving throw, potentially nullifying the effect
~ Steel Defender can Aid party members or use its Deflect Attack ability to impose Disadvantage on an enemy's attack
~ Flash of Genius lets you use your Reaction to add your Intelligence modifier to any ability check or saving throw you see within 30'
~ At 9th-lvl Artificer, Arcane Jolt lets you add 2d6 Force damage to one of your attacks or heal a target within 30' for 2d6
~ At 11th-lvl Artificer, can infuse Concentration spells (like, say, Heroism) into a weapon for someone else to maintain
~ At 15th-lvl Artificer, effect of Arcane Jolt is doubled and Steel Defender becomes more powerful
BONUS: Half-Elf (any) Oath of the Watchers Paladin
~ Can use Channel Divinity to grant all non-Gnomes in the party Advantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute
~ At 5th-lvl, gain access to Moonbeam and See Invisibility
~ At 7th-lvl, you and any creatures of your choice within 10' add your Proficiency modifier (+3 or better) to their Initiative rolls
One of scariest partys I DMed for was a all rogue group. Mastermind, Arcne trickster, Soul knife, Assassin. They picked what fight they wanted to be in and killed them in the surprise round. Not bad in social situations either with the Assassin playing a role snd the Mastermind backing them up.
I liked the first group a lot with the flexibility it had. I would like to see another video of this type, "best party for X" for example a best party for stealth since this was a point of order in the video. Do you grab a trickster cleric for its advantages and gaining pass without trace from domain spells? Things of that nature.
The Aesir/Vanir: mountain dwarf conquest paladin (Thor), changeling trickster rouge or trickster cleric (Loki), human (variant) or forest gnome divination wizard (Odin), eladrin shepards druid (Freya). Bonus: scourge aasimar rune knight fighter (Tyr)
Dude every time a see a new video of yours I get really exited and can wait to see it, Thank you so much for such amazing content!
My favourite of these is anything with a paladin.
My personal build:
Any Paladin - front line and secondary support, party face
Bladesinger - super versatile. secondary frontline melee damage but also wizard control spells, blast spells and ulility like polymorph
Gloomstalker ranger - ranged damage, scout, trap disarmer and lockpicker if you get thieves tools from background. Pass without trace to help with group stealth and conjur animals at higher levels.
Life or Peace cleric - Rounds off the party with an incredible support spell list and ability, also secondary frontline with spirit guardians and spiritual weapon (take level in fighter for heavy armour and con save proficiency if peace).
Good list. Bladesinger feels like a 5th IMO. Reason = concentration
@@Taking20 that's fair, I mean any wizard works here though paladin aura helps here too
I very much like the 3rd party build especially with the Addition of the Battle Master Fighter. I play a battle Master Fighter in a campaign my group started about 2 years or so ago and he is always at the front line beating the shit out of enemy's when they even try to hit anyone else in the party...the dice never stop rolling with the Sentinel feat.
a Cleric-Druid-Pally trio can always break the game if played correctly
I have to say that the Paladin Valor Bard party combo is legendary. In a game, I gave combat inspiration to the paladin who then crits on an undead. I think the total damage was done with a total of 12d8. Which was enough to kill the creature in our second round of combat.
The Olympians: protector aasimar storm sorcerer (Zeus), triton coast land Druid (Poseidon), reborn (blue fire genasi for the Disney Hercules flavor) death domain cleric (Hades/Adonis), and goliath battle master fighter (Ares/Kratos for you GoW fans). Special bonus character: wood elf beast master ranger (I know it’s not the best class in the world but thematically fits and a ranger is great here too) (Artemis)
There are alot of videos about How you could make the ranger a super strong gish, no matter the subclass, and Now with tasha’s modification to the beast master you have a bonus action full extra attack from a nearly free summon, it’s a great class and beast master is a great sub class for it
1 * Twilight Cleric with medium armour + shield (buffs, sustained dmg, healing, cleanses, scrying, wisdom checks), aid + channel divinity helps low hp wizards survive high burst dmg. High perception is nice.
2 * Chronurgy Wizard with medium armour + shield (battlefield control, burst + sustained dmg, rituals, teleports, debuffs, utility). Two arcana casters combo well together and high initiative is important.
1 * Ancient Paladin / Clockwork Soul with heavy armour + shield (high ac, aura's, buffs, healing, teleport, party-face). Relatively tanky and hard to hit. Aura's are important to protect others. Can use magic items the best.
Amazing eyebrows! The best class feature ever!!!!
I would go something like: Peace Cleric, Twilight Cleric, Divination or Chronurgy Wizard and then a Paladin or a Fighter. For 5th spot probably another Wizard.
lacking any kind of stealth but lets be honest wizards can just handwave most stealth missions with spells
@@sagebauer1077 Either that or you just don´t need stealth at all since your party pretty much can´t die. The peace and twilight combo is so utterly broken, I wouldn´t recommend anyone to play it.
@@leonpetrich5864 players never bother with stealth anyhow.
@@sagebauer1077 I play two games a week, and can never convince the party to stealth. Surprise! Seriously y”all? I can never sell it.
Perfect party ... when all enjoy themselves
And just like that, I now have some rival adventuring parties.
With this criteria it sounds like a party of a bunch of different domain clerics would work perfectly
It's 5 Bards, I haven't watch the video yet, but it's 5 Bards.
For me the perfect party would be:
Oath of the Watchers Paladin, Twilight Cleric, Moon Druid, Chronurgy Wizard, Mercy Monk
1. War wizard/chronurgy wizard
2. Oath of the watcher paladin
3. Twilight cleric
4. Eloquence bard
let them explore the Underdark.
I've been thinking about this and here goes mine:
Oath of Vengeance Paladin - Polearm Master > Great Weapon Master > Sentinel
War Domain Cleric
Gloomstalker Ranger - Sharpshooter > Crossbow Expert
Divination Wizard
This party will delete tons of enemys instantly, with the Divination Wizard and the War Cleric supporting the GWM and Sharpshooter.
Solid Frontlane. Tons of Damage. Good Control. Good AOE. Healing Word. Counterspell. Party Face. Infiltrator. 2 emergency healers. Polymorph.
Bonus: Divine Soul Sorccerer - Extra Healing Word, Counterspell, AOE, Polymorph and Charisma.
We just started a decidedly non-optimized concept that has been a lot of fun: 4 bards of different colleges in a band called "Viscous Mockery". We also picked up a barbarian Roadie to tank for us and carry our luggage. Is it scary knowing that any one of us squishies can be wiped out at the drop of a hat? Sure, but hey... you have to write songs about something.
Did I miss something about druids getting firebolt added to their spell list?
Yeah... it throw me too. For the last 6 years (ish) I have played a moon druid and I agree they are a flexible character. Especially given I frequently have to play many roles. But they do not have firebolt. Even wildfire druids don't.
@@melissarosia3585 legit had to pause the video and replay a few times because I didn’t know if he said firebolt or fireball, and honestly it sounds like firebalt. And I know in the games I dm, I add fireball to the wildfire druid extra spell list, but that’s not official. And I’m playing a moon druid in a campaign that’s been going on for a long while (breaks and dm is obviously padding things out because he can’t say goodbye to his villains) and I would’ve loved to have had firebolt in lots of scenarios
My one is:
Beast Barbarian - Shifter Long Tooth: tank with nice damage and useful traits.
Oath of Ancients Paladin - Half Orc: of tank that give spell resistance to the others.
Death Domain Cleric - Human Variant: healer by the cleric spells, damage by the Domain spells and traits, also defense by Defensive Duelist feat (a reaction for the non reaction class).
Dream Druid - Wood Elf: control effects, healer to.
Hunter Ranger - Variant Human: stealth, long range damage (have the combo Hoard Breaker + Crossbow Expert).
Shadow Sorcerer - Variant Human - damage area, save or s@ck spells buffet by Bloodhound and Twin Spell and can cast ritual by Ritual Caster feat also have dark vision by the archetype (so is a sorcerer with ritual, who is a human with dark vision).
Note: the barbarian have stealth to, and the druid can use the Wolf Spider form to get to. So the ranger don't need to go alone as a scout.
My favorite party comp is called the death ball, and it goes a little something like this
1. The mighty bear barbarian to level 4 only, and then multiclass into cavalier fighter. With the classic polearm master/sentinel combo, this will act as your main tank, keeping many enemies stuck in place and ruining their positioning.
2. The Twilight Cleric. Twilight is a super strong subclass of cleric, able to use their channel divinity and healing with moonbeam/spirit guardians to do amazing aoe healing and damage. getting circle of power is also insane, as it will simultaneously protect your group from most aoes. For extra spice, the mark of the sentinel human race gives you access to shield, a reaction swap for protecting people with less AC, and counterspell on your spelllist as a cleric.
3. A paladin. Most oaths will do, ancient is very nice, but vengeance or even a homebrew one will do fine. We mostly want them to do off healing, and to stack with everyone behind the tank to provide that sweet sweet save bonus. They also still do amazing damage with smite, and have the charisma to do the face of the party.
4. The last slot is a wizard. Bladesinger, divination or evocation are all fine choices, but any wizard will do. This is what elevates the party from good to downright OP. Wizard has the AOE, the utility, the intelligence, AND they have the ultimate counter to your DM, the emergency button. Rope trick. The point of this team is to stack very tightly under the paladin and basically phalanx through all foes in your way with spells and attacks. However, the weakness of that is of course, area of effect and just downright overtuning from your DM. The AOE is covered by the paladin twilight combo, but the wizard is here to help with that pesky superboss terrifying monster your DM throws at you after you get too cocky, or your BBEG. Here's why.
Rope trick is a very wacky, pretty OP spell. Second level, and it basically lets you touch a rope and make an extradimensional small opening, about the size of a door in the air with the rope hanging down from it. But, the rope's only restriction is it must be no longer than 60ft. So, you can use a very small rope in order to make it. Your entire party can enter for an hour, during which, you can see everything, are invisible, have 100% protection from attacks and spells crossing the trick's area, and it lasts an entire hour with no concentration required.
Now all you need to is walk out, attack, and re-enter, if you use spells like fireball or a bow and arrow, since the trick is low to the ground. crouch when you past it to make a horde of enemies go prone one at a time just to get in. short rest in one. Even better, casters can still cast spells inside, just not ones that cross the trick, unless they just step out during their turn. So, something like conjuring animals or chill touch will still work, even without being seen. Not even legendary actions will scratch you, as you are inside the trick at the end of each turn. Also, since it's a small opening, forget any big monster being able to even try and fit inside to attack you, and small armies will be met with the fighter/barbarian blocking the doorway for the first to properly enter with sentinel, effectively blocking the rest of them forever, since even when they die, the next will get stopped cold as a reaction. Or you could just all build around being able to fly, most of these classes have access somehow, and cast it in the air. Or use it for an ambush, or before combat starts. And even if they do, they had better be prepared for PCs with insane saves, advantage, high AC across the board, high damage, and lots and lots of healing.
If you need a 5th, moon druids are nice punching bags.
TL;DR: Rope trick is OP, consider twilight clerics they're awesome
Doesn't matter when Murphy comes around, lol. Great vid. Keep up the great job. Take care and stay safe 😎 🍻 🤘
this discussion just reminded me when I was playing the WIzardry series and the Might and Magic series many moons ago, and once I completed it, I redid it trying out different single-class party combinations.
Perfect 5th party member is always an another Cleric.
It's pretty straightforward, and I haven't seen anyone else mention this combination, which is odd:
The five menbers are: College of Swords Bard, College of Lore Bard, College of Whispers Bard, and College of Creation Bard, with the 5th being College of Eloquence.
No, I'm serious.
First, What does this group have:
Expertise in every Skill in the game (with the 5-man group)
9th level spells + Magical Secrets means that you can more or less have any spell you want available to the group
Inspiration to force penalties to attack rolls and (if the eloquence bard is present, saving throws)
Inspiration to the normal stuff
Swords Bard is the tank, Lore Bard covers AOE damage and debuffing, Whispers specializes in infiltration and information control, Creation adds multiple off-tanks with their ability to create animated objects that can fly, and Eloquence wraps up the package by being THE face of the group, in addition to using inspiration to support the group's spells that rely on saving throws.
Given how many skills the Bard has access to, they all should be able to effectively sneak and have at least decent perception. Also, 5 healing words and 5 conterspell casters, and they can wear armor and have decent HD.
What are it's weaknesses: no shield proficiency? I can't really think of much.
the 5 I had for my 3 year long campaign was pretty damn powerful
Aasimar Oath of Redemption Paladin
Goblin Bladesinger Wizard
variant Human BattleMaster Fighter
Goliath Life Domain Cleric
High Elf Trickster Rogue.
extremely good party composition that was hard to challenge for me personally.
Watcher Paladin- Every Ultimate party need a Paladin to buff saves Watcher also buffs initiatiive and you get your level nine counterspell
Sheppard Druid- I would go Moon if I knew the campagin would not get to level six or was for sure going to Twenty
Twilight Cleric-Just a busted subclass
Bladesinger Wizard-Subclass not super important went Bladesinger cause they are awesome but Chronurgist or War might be more optimal.
Fifth wheel- All bases are covered so could be anything. I will go Gloomstalker Ranger if your campaign is more exploration dungeon delve based or Eloquence Bard if you have a more social focused game.
For the second party, I would think gloomstalker ranger is even more effective at the same role. Curious why he went with hunter.
Probably trying to avoid being called a power gamer.
Gloomstalker’s constant dark vision invisibility cannot be turned off so it detracts from group role play sometimes and encourages the lone wolf mind set up which hunter doesn’t
Cody turned me on to Valor bard with his archer class build. I love it so very much. I almost hit level 10 with one. And it is fun because that party has a Lore bard!
I have been able to do so many fun things, including making the Paladin fly and using Polymorph to heal the other bard. She went from nearly dying to Giant Aping around. It was the best! She loved it.
So far, in the DnD campaign I've been playing I think I had the joy of finding a party that feels *just* right.
- Vengeance Paladin (STR / CHA, Close Range, Tank, Face Skills, Lesser Healer, Single Target)
- Swarmkeeper Ranger (DEX / WIS, Close Range and Long Range, Utility Magic, Exploration Skills, Lesser Healer, Both Single Target and Crowd Control)
- Evocation Wizard (INT, Long Range, Utility magic, Knowledge Skills, Crowd Control)
It's simple as a group, but it shines in its increbile versatility when it comes to in-combat and out-of-combat while having a rather compact party size.
I made Rigby from Regular show as a Mastermind Rogue. Whenever he takes the Help action, I imagine it as "Ham-boning!"
Have only listened to the intro for the video. Would not be surprised if he pulls out a 4 bard or 4 sorc build
Forever a Circle of the Moon Druid!! So versatile and fun to play, it’s hard creating a character in another class 😅
Life Domain Cleric, Moon Druid, Arcane Trickster Rouge and A Storm-Herald Barbarian
"- Well, it's all OK unless you play with two martials, two half-casters and support caster.
- Where you heard about it? Some show?
- It's literally our group."
Totemic barbarian, artillerist arteficer, arcane archer, horizon walker and glamour bard. Not the best combination at all, but... Kind of works. We have fun, and it all that matters.
I have been thinking of the perfect party comp for a long time now and this is roughly what I'm thinking.
I know some ppl dont like multiclassing and this video didnt have any or specify we where allowed to use it but I think it makes classes so much stronger.
Anyway, here is my Dream Team "The Chosen"
Tank: STR Oath of Watchers Paladin/The Celestial Warlock 15/5 Multiclass
Off Tank: DEX Battle Master Fighter/Hunter Ranger 8/12 Multiclass
Heal Support: Twilight Domain Cleric/Circle of Stars Druid 18/2 Multiclass
Control Support: School of Divination Wizard
Extra 5 Slot: Oath of Ancients Paladin/The Celestial Warlock 15/5 Multiclass
Another powerful build I build is the "Tanky 2-Stage Mage"
1 lvl forge domain cleric - prof in heavy armor, shields, healing spells, +1 to a non-magical weapon
the rest in mage
Result: 21 AC when using the best (non magical) armor and upgrading a shield to +1
combine contingency with 5th lvl cure wounds with a trigger of "Hp < 0" to be able to heal yourself once you die
The only drawbacks are, that you have to wait 1 lvl before you can learn spells of your highest and you don't get the mediocre lvl 20 mage benefits.
Just got notified of this video over a week later.
Hill Dwarf Life Cleric is a mandatory party component.
I remember when D&D was easy. Fighter, Paladin, Ranger, Cleric, Druid, Wizard, Thief, Bard; no extra embellishment. It's seems much more complicated now.
i remember when DnD was easy... cleric, fighter (fighting man) and magic-user... (rogue came with Greyhawk supplement)...no extra embellishment. I guess i just am a bit older than you ;o)
@@belegur8108 I guess so. I only read about Original D&D, never played it. I didn't start playing until the 80's so technically it was AD&D that I was playing.
The Know-It-All's
Rogue-Mastermind
Wizard- Divination/Bladesinger
Artificer- Armourer
Bard- Eloquence
5th rounding off
Fighter- Psi Warrior (thematically)/Battle Master
If you want the "DM Doesn't Get to Have Fun" party, include Peace Domain Cleric, Hexadin, and Divination Wizard. Emboldening Bond + Bless + Paladin Aura gives you _up to_ 2d4+PaladinCHA to saving throws or _up to_ 2d4 on an attack roll or ability check once per round; whichever the player decides is most important.
Divination Wizard gives you Portent, which when combined with things like Silvery Barbs, Counterspell, etc. will make it much more difficult for the DM to make anything stick; pick up Lucky feat for extra spice. Divination Wizard also has the best spell slot efficiency of any Wizard after level 6, making them best Wizard for endurance runs like dungeon crawls.
4th spot could probably go to a dedicated bruiser like a Barbarian or Fighter. Stealth matters less if you have decent reconnaissance, which the Wizard can do to some extent in early levels with Find Familiar, then Arcane Eye and Scrying take over later.
5th slot can probably go to some variety of Druid, Bard, or Sorcerer. I might lean toward Eloquence Bard for more roll manipulation with Vicious Mockery, Unsettling Words, Unfailing Inspiration, and access to Bane and Silvery Barbs, as well as being the de facto face of the party with Silver Tongue and Universal Speech. If you really want more stealth just pick Druid for Pass Without Trace, and extra recovery with Goodberry, Healing Spirit, and Aura of Vitality.
Pact of the bag: our party
Champion fighter/bear totem barbarian.
Vengence paladin/divine soul sorcerer
Fiend warlock
Cleric/wizard tempest cleric order of scribes wizard
Collage of lore bard, draconic sorcerer
Life domain cleric.
This is the party we got atm and it can hold its own!
I'll go the other way with a very inefficent party composition. For a one-shot, my group decided it would be fun/funny as hell (which in the end very much was!) to make an all-bard party. While it was hilarious, fights took forever since no one had any high damage-dealing spells (as they knew it would be an underwater-themed game, no one took Fireball and even if they had taken an AOE damage spell, it was strongly hinted that those would have a chance to break the wreckage and send the sunken ship they were exploring down a chasm). Basically they pretty much all Vicious Mockery-ed and insulted their foes to death.
3rd party calls on a Light Cleric due to Heavy Armor. Small problem: Light Cleric doesn’t receive Heavy Armor by default
I’m currently in a 3 player party where I’m a tiefling celestial warlock, we have a changeling soulknife rogue, and a path of glory paladin. Our paladin can heal, deal burst damage (smites), and above all tank. As the celestial warlock, I have consistent ranged damage (eldritch blast), utility with support spells and at will detect magic, healing, high charisma for social skills, and situational tanking due to fire, cold, and poison resistances from tiefling/infernal constitution, and radiant damage from celestial pact. Our soulknife has burst damage from sneak attack, ranged damage from psychic blades, amazing skill bonuses, and as a changeling she has amazing social options. All we lack is battlefield control but also I have the darkness and devil’s sight combo so even that can be ameliorated.
Don't forget the Holy Avengers all get the Paladin's charisma bonus added to saves near them so their dex save weakness isn't
Perfect party: 5 bards
College of lore for blaster substitute and/or revival abilities like revivify, and later wish
College of eloquence for party face.
College of whispers for stealth.
College of swords for tank/off tank, though any of these bards can polymorph so any could tank/enable tanking after level 7.
And honestly that's good enough but you could add college of creation for extra utility or college of valor for extra off tank combat as well.
Bards are scary, man.
Just finished a three man campaign with a paladin and a fighter. I was a multi class halfling as rogue and bard. I got amazing roles for stats character started with a 20 dex 19 charisma and a 16 constitution.
For my money I'd go:
- Watchers Paladin
- Twilight Cleric
-Chronurgy Wizard
and your fourth and optional fifth can be any combination of: Shepherd Druid, Gloomstalker Ranger, and Eloquence Bard.
I'm calling out some busted subclasses, but hey this is an exercise in raw power with a DM out to get me sooooo.
Current butt-kicker with fun but imho sub-optimal build is Hathor Æsirrson, Assimar Protector, Hexblade (Pact of Blade [Flametongue]) Warlock 3, Divine Soul Sorcerer 1, Evoker 9. With ritual casting via wizard class feature, huge access to collected ritual spells I can cast without preparation. He can and has created appropriate weapons for himself or party/allies with Improved Pact Weapon. +1 Javelin created as a bonus action every round to create another one for our tank who ran out, or to create a weapon for them as theirs was destroyed. (Recent Über Rust Monster Matriarch Encounter.) can fly 1/long rest and huge damage output-boost while doing so without expending 1 spell slot. Teleportation Circle, Telepathic Bond.
This is a very early game build but it got my DM to throw it bone devil at us. And it took us a minute to kill it. Six very simple steps
Back line Damage - gunslinger Fighter/artificer (You have a gun and prolly a 19 in ac, you'll be fine)
Front line Damage - Bear Totem Warrior Barbarian (Have a Great sword and be a kalashtar.)
Support Dps - Arcane Trickster Rogue (Stab, just stab)
Tank - Oath of the Ancients Paladin (Smite, just Smite)
Blaster - The Fiend Warlock (fireball and agonizing blast + spell sniper)
Healer - Circle of Stars Druid (Spam Chalice and Aura of Vitality)
Everyone in the group can at least do three different types of damages and four out of the six can heal. Which in fights on top of the chain healing with aura of vitality and chalice having another person that can cast healing word another that can cast cure wounds and another that's an aasimar, You usually have enough healing to survive those things.
The gunslinger has fire, piercing and bludgeoning damage.
The barbarians the only one with only slashing and piercing, but your resistance to everything so you don't need damage. You just kind of have to wait them out.
The rogue has cold, fire and piercing damage. And a way to make someone prone.
The Paladin has slashing, piercing, radiant and later cold. Accompanied by a way to make someone restrained.
The warlock has fire, force, psychic, piercing, necrotic, and cold damage. There's a reason he is a resident blaster.
And I the druid. Have. Bludgeoning, Slashing, Piercing, Radiant, Fire, Cold, Thunder, Lightning, Poison, Necrotic And eventually acid. On top of healing and CC and denial.
And with a warlock paladin and a rogue you have ways of talking to people
With rogue druid And Warlock You can generally sneak into places
And due to the barbarians background as a government spy, You have a way of getting past guards and other government to avoid conflict.
The next team I have as a concept is the Masters of Storms:
First up is the Storm Sorcerer; this is your Face for the group; at first level, you get the Wind Speaker ability, and it the ability to speak and understand Primordial doesn't sound all that impressive, but free access to a language is always good because you never know when it will be to your benefit; also at first level you get Tempestous Magic ability, this allows you to summon up a whirlwind around you as a bonus action and when the whirlwind is active your able move around without provoking attacks of opportunity; at level 6 you gain the ability Heart of the Storm, this grants you resistance to Lightning and Thunder damage, it also causes lightning or Thunder energy (your choice) to erupt you within a 10-foot ring whenever you cast a Lightning or Thunder spell to deal Lightning or Thunder damage equal to your Sorcerer level, free damage to every threat within the danger zone for caster is huge; at level 6 you get the Storm Guide ability, this allows you to control active rain and wind conditions on the battlefield, which doesn't sound like much but the ability to manipulte weather that someone else probably whipped up is a boon to the party, and it only costs you an action to activate the ability and bonus action deactivate; at 14th level you get the Storm's Fury ability, this allow you to hit someone who attacks you back with your reaction by hitting them with lightning and forces them to make a Strength saving against your Spell Save DC and they get pushed 20 feet on a fail; at 18 level you get the Wind Soul ability, this grants you immunity to Lightning and Thunder damage, and gives the ability to fly at a speed of 60 feet, as an action you can also choose halve your to grant other creatures to fly equal to 3+your Charisma modifier and they get a 30-foot fly speed for an hour. Next is the Tempest Domain Cleric; this is your Healer Buffer/Debuffer; you get access to Fog Cloud, Shatter, Call Lightning, Control Water, and Destructive Wave; also gain access to Martial Weapons and Heavy armor; at first level, you get the Wrath of the Storm ability when a creature you can see within 5 feet of you makes an attack you can use your reaction to force a Dexterity saving throw to deal Thunder or Lightning (your choice) on the creature and deal 2 D8 damage on a fail and 1 D8 on a success; at 2nd level, you get the Channel Divnity: Destructive Wrath ability, this allows you to deal max damage on a Thunder or Lightning attack instead of rolling for damage; at level 6 you get the Thunderbolt Strike ability, this allows you to push a creature up to 10 feet away from you when you hit them with a Lightning attack; at level 8 you get your Divine Strike ability, this allows you to add 1 D8 Thunder damage and this doubles to 2 D8 at level 14; at level 17 you gain the Stormborn ability, this grants you a flying speed equal to your walking speed, so long as you aren't underground or indoors. Next, we have the Circle of Wildfire Druid; this is your Blaster and backup Healer, and backup Control; you have access to Burning Hands, Scorching Ray, revivify, Aura of Life, and Flame Strike; at 2nd level, you gain the ability Summon Wildfire Spirit, you basically get a burning familiar that deals Fire damage when you summon it on the field and can port around the battlefield to deal more damage and play control for you; at 6th levle you get the Enhanced Bond ability, this expands the scope of what your Wildfire Spirit is capable of; at 10th level, you get the Cauterizing Flames ability, this expands the range of your healing and damage with Fire, when your Wildfire Spirit dies it explodes and triggers your choice causing more Fire damage or extinguish to grant additional healing with within a 30-foot range; and at level 14 you get the Blazing Revival ability, if you're dropped to 0 hit points within 120 feet of your Wildfire Spirit you can choose to drop the spirit's hit points to 0 so you can be brought up to half Half your max Hit Points and stand up. And we round the group with the School of Evocation Wizard, the whole "Storm Destruction" archetype this school is clearly designed to lean into; at level 2, you get the Evocation Sevant, this makes all new Evocation learn cost less to add to your spellbook, which is better than you might think, Evocation literally has most spells of all the schools of magic, you can literally fill up your entire spellbook with Evocation spells and literally fill every slot (including Cantrips), also at 2nd level you get the Sculpt Spells ability, this allows you control the blast radius of all your spells to make sure your allies and objectives are not touched by your AOE spells, you are a blaster of every kind, so the ability manipulate your blast radiuses is enormous; at level 6 you get the Potent Cantrip ability, your damaging cantrips have a greater effect on creatures with the ability to avoid the brunt of your attacks from those damaging cantrips, if they were able to avoid by your cantrip with their save they automatically half the damage the attack would have dealt; at 10th level you get the Empowered Evocation ability, this grants you the power to add your Intelligence modifier to one Wizard Evocation you cast; at 14 level you get the Overchannel ability, you can bring any of your spells between levels 1 to 5 up to maximum damage, the first time you use this ability you suffer no ill effects but if you continue to use this you deal necrotic damage to yourself, so you self-harm to cast Evocation spells with more power, but it all resets after a long rest; as an Evocation Wizard you excel as the party's main Blaster but with access to non-evocation spells on the Wizard list you can also play a pretty good Buff/Debuff and Control role. Granted, you really don't have a party Face in this group, which you might need, but some of the options here do usually tend to have a decent Charisma because it's necessary for saves against other spellcasters, so at least one of the characters should be decent in terms of social interaction.
Hi there! I really liked all of the ones you made (besides Wild Children because double druid lol) but my favorite has to be the Dungeon Delvers. I have a different option that feels right & I think delivers the message of perfectly balanced party; Battlemaster Fighter (Same Reasons), Divination Wizard (Same Reasons & Counterspell), Assassin Rogue (Huge Opener & Great Stealth), Life Cleric (Best Healers in the game & can also off-tank). The only thing that I think this party is missing would honestly be a Face, literally every other base is covered without race/lineage considered; therefore, I think the final character for the perfect D&D party would be Fiend Warlock (Huge Damage, Versatility with Skills, & option of Off-Tank with Spells and Pact of the Blade, great ranged DPS with Pact of the Chain, & utility if the party needs with Pact of the Tome).
I pick all of these because this is the party that I imagine on the cover of a fantasy game lol, just an opinion tho!
Normally I really enjoy your videos, and I did like hearing about how each person can be filling the party roles that they would be. However in my opinion the best party would be the party of 3-5 players who get together and have fun playing the game. Yes I do see the fun that someone could have in playing g these maximized parties but for me I'd rather have each person with a fun backstory and good amount of character.
The best healer that I have played is a Shepherd Druid with a one level dip into Life Cleric. If you want to keep your party alive, this combo will turn even a weak 1st level Healing Word into a potent heal, along with all allies in the Unicorn aura gaining your druid level in healing.
As a moon Druid you can essentially tank infinite damage if you take no more then 100 per turn, also elemental wildshape investiture combo allows you to do theoretically deal 476 damage a turn vs groups of 10+ enemies that's 40 each to 10 + 32 each to 3 more witch can overlap with the 10 who you already get 40 on for 72 each to 3 and 40 each to 70. By using fire with fire, you can also do Fire elemental with cold for immunity to both cold and fire, halving the movement of every one around you and being able to deal aoe cold damage as an action halving speed again, well still being able to do 300 fire damage to clustered groups, but now also taking away all their mobility, Alternatively you can pair water, air or earth forms with fire investiture basicly gain fire immunity and cold resistance, with a damage aura well having the immunity and resistances of the chosen elemental aswell as their mobility and utility, air goes well with fire cuz it has a good about of resistances and very high speed.
Water elementals are also good with fire to be great tanks.
Air and water elementals are both good with investiture of cold aswell with both already being good at limiting enemy mobility especially water being a better tank.
Air with investiture of stone basicly can go anywhere they want with flight and the ability to move though stone, well air with air is just super fast as hard to hit, basicly mixing and matching elemental wildshape investiture combos can give a ton of tankyness being hard to damage, but also tons of utility and damage potential, from unparalleled mobility(not including things that cost actions like teleportation and stuff) the ability to massively remove mobility from groups of enemies, you could could be a fire elemental with investiture of ice to lock down enemies around you weakening them for your party to cast fireball on you damaging all the immobile enemies around you leaving you unharmed.
Best party? Four Bards, all the skills, buffs for the party, flexibility in builds to give you a damage caster and a healer, along with many other tricks along the way. This is likely two Lore Bards, an Eloquence Bard, then either Swords or Valor. All bases covered. Haste, Fireball, Counterspell, plus someone to tank.
During this video, I got hit with some other potential party compositions.
The first on the list is what I am calling Children of the Night; this party composition follows the theme of the Night and can work at almost anytime but probably would work best in a campaign where the characters aren't seeing the sun for extended periods of time (like an Underdark campaign or campaign where something has happened to make it, so no one has seen the sun in the surface world for a very long time)
To start things off, this party will kick things off with the Circle of Stars Druid; being one of the newer subclasses for the Druid means not a lot of people have been exposed to it, but the Circle of the Stars is able to check several boxes with its wildshapes that additionally switch out the typical Druid transformations for an entirely new set of ones that provide abilities to better optimize different things very early on while still technically having access to all the typical transformations; still, the Archer constellation gives you ranged spell damage, the Chalice gives a bonus to healing, the Dragon optimizes your Intelligence and Wisdom checks and Constitution saving rolls; yes, these a wildshapes that let you do magic better while you are transformed by opting to take on a starry form instead of being a beast of some kind; ad to that your Star Map feature, which you also get at level 2, which allows you to automatically know Guidance or Guiding Bolt in advance, depending on how you have your starchart arranged, or even cast Guiding Bolt without expending a spell slot, Guidance and Guiding Bolt are huge, Guidance lets you give a bonus die to add on to any character in the party to make those skill checks easier and Guiding Bolt is a boon in combat since it makes the next attack on the target you hit with it be made with Advantage; at level 6 you get Cosmic Omen, this allows you to consult your star map after every long rest, roll a die and the effect is different based on whether it is Even or Odd, either way you'll be affecting creatures within 30 feet of you, just in different ways that can benefit your party in combat, if its Weal (Even) then you can add a D6 to the attack, saving throw or ability check of any creature within 30 feet of you but if you roll odd (woe) then you can you use a D6 to subtract from their roll by that amount; at level 10 you get Twinkling Constellations, this bumps your Archer and Chalic from a single D8 to 2 D8, and the Dragon constellation gives you Flying speed of 20 feet and the ability to hover, and additionally, you can alternate between Starry forms each turn if you start your turn transformed into one of the constellations; and at 14th level you can the ability Full of Stars, this ability makes you partially incorpereal while in your Starry form and thus grants you resistance to Bludgeoning, Piercing, and Slashing damage, now that might seem lackluster, considering everything you got before that but resistance to those sorts of common damage types can still be a game changer, it means most quick reactions by opponents won't deal as much damage, granted by that time a considerable number of attacks are magically enhanced or augmented if they aren't straightup spells, but having resistance to common damage types is still far better than it seems at first blush. Then we have the Way of the Shadow Monk; here's our sneaky infiltration character; the ability to basically use shadows as a means of transport is huge, you just have to keep an eye on your Ki points so you can pop out in a potential emergency situation to avoid capture, but a lot of the stuff said about Monks in general in this video also apply to you here. Then we have the Twilight Domain Cleric, here is your Buffer and Healer; the Stars Druid can play good back up, but the suite of abilities you get as this kind of Cleric, in particular, makes you a force on the battlefield and just about anywhere else; Faeries Fire, Moon Beam, Leomund's Tiny Hut, Aura of Life, and Mislead are all on your spell list and are tremendous spells to have; Right when you pick this subclass you get Eyes of Night, this gives you Darkvision up to 300 feet, which is tremendous when moving about in dark environments, this means you can probably see potential threats before they see you most of the time, also at first level, you get Vigilant Blessing, this allows you to grant any creature you touch (including yourself) Adantage on Initiative rolls as an action; at second level, you get the Channel Divinty: Twilight Sanctuary, as an action you gain the ability to create a 30-foot sphere of twilight centered on you that makes it so that if any creature (including yourself) ends their turn in the sphere you can grant them one of 2 effects, you grant them temporary hit points eal to 1 D6+ your Cleric level or you end the effect of Charm or Fear effect on the that creature; at level 6, they get the ability Steps of the Night, this allows you to effectively fly as long as you're in dark or lowlight environments, which means you effectively move about the battlefield to avoid a lot of obstacles and move just high enough for your sphere twilight to help out your companions that are in potentially hazardous situations; at level 8 you get your Divine Strike, which is just you infusing Radiant damage into your weapons; and at 17th level you get the ability Twilight Shroud, this gives partial cover to every ally within your Twilight Sanctuary's sphere of twilight. Then we come to number 4 in the group, the Shadow Magic Sorcerer, you have a bunch of Darkness-based abilities, like the Shadow Monk, and are best suited to operate as the party's Face, and the Strength of the Grave ability you get means that you get to cheat death if something would deal a killing blow to you, your Eyes of the Dark grants 120 feet of Darkvision, and both of those are level 1 abilities; at level 6 you get Hound of Ill Omen, you gain the ability to summon a creature made Darkness to harrass whatever you want, by spending 3 Sorcery Points to summon it attack someone and uses the Dire Wolf stat block and has a number of extra abilities that makes it a threat on the battlefield; at 14th level, you get the Shadow Walk ability, this allows you travel through shadows in the same way as the Shadow Monk; at 18th level, you get the ability Umbral Form, this allows you turn basically turn into a shadow entity at the cost of 6 Sorcery points, and you gain resistance to all damage types other than Radiant and Force damage.
The perfect party is a pack of drunken halfling divination wizards with the lucky feat.
My strongest party so far is:
1. Vengeance Paladin: teleport in front of enemy and BOOM! and obviously a tank.
2. Gloom Stalker/Arcane Trickster: Zephyr Strike and BOOM! also has Pass Without Trace for party-wide stealth.
3. Forge Cleric: tank, healer, buffer, battle field controller, all short of utility.
4. Divine Sorcerer/Arcfey Warlock: healer, buffer, damage dealer, battle field controller, all short of utility, DM headache inducer (twin haste, twin invisibility, heighten hold person & hold monster for crit damage, subtling lots of spells, nasty spell combos).
The whole party can do lot of damage, heal, and utility. Two main damage dealers are both have amazing mobility while also being super explosive while the two main spellcasters can do almost anything under the sun.
I'm seeing A LOT of Druids here and it makes me feel good
Playing an a similar party conceptually right now: Moon Druid, Shepard Druid, Monster Slayer Ranger, Vengeance Paladin.
Thank you for this video. It’s so great I love it! Here is my favorite party composition:
1. Bear totem barbarian - tank
2. Assassin Rogue LVL 13 / Champion Fighter LVL 7 - scout (find and disarm traps, gathering info etc…) / off tank
3. Cleric Light Domain LVL 19 / Fighter LVL 1 - Buff, heal and good damage.
4. College of Lore Bard LVL 19 / Hexblade Warlock LVL 1 - Face of the party, CC and good damage
But all your 3 party composition sounds more powerful.
What does the one fighter level give your light cleric, when do you take it?
@@sogmage4809 At level 2 I love to pick 1 level in fighter and here are some reasons:
- Second Wind. It’s heal that don’t coast spell slot and reset on short rest. When you have only 2 spell slots its nice. So it’s good early on. Ok it’s not that great later on.
- Fighting Style. It’s powerful like some Feats.
- Become proficient with all Martial Weapons
Most importantly you have all these through whole campaign. Yes Divine Intervention that succeeds automatically sounds very nice but let’s be realistic you will get it after 5 years of playing and you will wait for last final fight because of 7 days CD. And if we take in consideration that campaign will takes that long. Most campaign last up to level 13 or I just don't have luck.
This would be my list for the perfect party:
1. Oath of Ancients Paladin/lv 4 Aberrant Mind Sorcerer dip (Sorcadin, Major burst damage with Shadow Blade + Smite, and Battle Field control with Twinned or Quickened Dissonant Whispers. Perfect face of the party, and can use telepathic bond to keep in contact with the scouting rogue)
2. Shepherd Druid/lv 1 Life Cleric dip (Unicorn Spirit for Nuke levels of AoE Healing. Add Caligraphy Tool proficiency to make those scrolls of Healing Word to have a reliable way to have more healing at your disposal)
3. Arcane Trickster Rogue (Traps, Scouting, Invisible Mage Hand that can do more than normal with Telepath feat, and Shadow Blade + Sneak Attack)
4. Twilight Cleric (Grants Temp HP which pairs well with the Shepherd's pure healing, Spirit Guardians, and can turn invisible as needed)
5. Abjuration Wizard/ lv 1 dip in Artificer at first level (Able to dampen damage on other members and self, able to wear Medium armor and shields and gains access to Cure Wounds from the Artificer dip. Area Control or Nuke damage)
Honestly, to make a really strong party, you really only need to make sure you have a tank, a support, a damage dealer and a controller. As long as you have these 4 main roles covered, you pretty much have a team that is ready for just about anything. If you pick classes that can do multiple roles, that's more the better so that you can cover when someone else is having issues.
So, as long as you pick any combination of any of these classes for each role, you're pretty solid.
Tank: Any paladin, Moon druid or Any cleric with heavy armor and a shield all are hard as hell to kill and can also heal. The Barbarian is also a solid tank if you have enough healing.
Support: Any cleric, bard or druid. Full casters with abundant access to healing abilities and party buffs. Special mention here as well for the divine soul sorcerer who has access to the cleric spell list and can cure wounds and revivify as a bonus action or from a distance or twin cast healing and buff spells with their metamagic.
Damage Dealer: Rogues, most rangers, any of the 3 arcane casters, a well built fighter, barbarian or paladin using a two handed weapon and the great weapon fighter feat, really this role can be filled by just about anything that is building themselves with dealing damage in mind.
Controller: Bards, Sorcerers and Wizards especially fill this role really well as full casters with access to lots of control effects with the bard being able to assist in support and the sorcerer and wizard being able to assist in damage.
I want to bring a special mention to the monk, as while i don't feel that they excel at any of these roles in any spectacular way, they can simultaneously assist with off tanking being dodgy as hell, can output some pretty respectable damage with flurry of blows (especially if you grab magic initiate and pick up hunters mark or hex for added damage with every hit) and can also lock something down with stunning strike. So they are a solid pick for a 4th member of the party if you have the other roles filled pretty well with the other members.
Oath of ancients paladin
Ancestral guardian barbarian
Peace cleric
Twilight cleric
Shepard Druid