superb,
@superb@lemmy.blahaj.zone avatar

The obvious answer is bard

ChangXi,
@ChangXi@programming.dev avatar

This may not be the most optimal but I think a party of rangers, each with their own color dye would be fun. This way you could be the “power rangers”

Chev,

You have alot of the same answers but here is a wildcard. Sorccerer. Spells can complimemt each other very well, for example create water+ice or shock magic.

The biggest problem is, that getting the same equiqement x 4 is pretty hard. But doable in lategame.

PassTheChicken,

Definitely druid. Shape shift everyone into ravens and just fly past every obstacle and enemy while playing Wagner’s ride of the Valkyries.

yaminoEXE,

4 Barbarians. Just pick enemies up and throw them around like a pin ball machine.

FireTower,
@FireTower@lemmy.world avatar

Paladins:

  • tanky
  • solid damage
  • lay on hands to heal (plus ancient’s aura)
  • can buff allies, debuff enemies, and remove debuffs
  • charisma stat can be pumped due to being a charisma caster
  • weapons w/ rush attack + high STR jump can cover lots of ground
  • can feature a dex paladin running a bow
  • if you went with 4 paladins all with a weapon with cleave you can do 12 smites in one turn by level 3.

Downsides of ranged and AoE can be mitigated with bombs or special arrows.1.

bjoern_tantau,
@bjoern_tantau@swg-empire.de avatar

I think the game is forgiving enough that you don’t have to limit yourself in your choice. There are enough healing potions that you don’t necessarily need a dedicated healer.

So just do what your heart tells you.

flumph,
@flumph@programming.dev avatar

Fair point. I ended my second run through with sorcerer, ranger, wild shape druid, and fighter. I love the smashing power of the 2h fighter. I just don’t know how they’d handle fights meant for AoEs.

jalopp,

I’d go druids. With spor Druid, you get tons of temp hit points and can tank a bit. Shape shifting allows you all kinds of utility in and outside combat. And when you die in animal form, you just go back to where you were before you shifted. Hand full of healing spells. Lots of summoning spells. My one druid gets like 7 summons before most fights start and a few during the fight.

Manifish_Destiny,

Technically 13 summons are possible at the max.

At least for one character

FoundTheVegan, (edited )
@FoundTheVegan@kbin.social avatar

Make your own druid circle! Haslin and Jaheria are a good start! Besides, druids can kinda do it all anyways! One of each subclass and if you wanted to be a bit cheeky I would say a nature cleric or ancients paladin would be an honorary druid. 😝

Kolanaki,
@Kolanaki@yiffit.net avatar

A Monk seems capable of soloing the game. Especially with clever use of throwables and improvised weaponry, positioning and shoves. They get 2 attacks right off the bat, don’t need equipment at all, and are strong as fuck.

Of course, you can also just multiclass into every single class at once (even an achievement for doing this without using Withers) and practically do everything, too.

potterpockets,

Boring answer possibly, but Fighter. Can have each different one lean into defensive, dual-wield, ranged, two handed weapons however you want. Can have one or two be an eldritch knight for magic too.

FireTower,
@FireTower@lemmy.world avatar

A lot of enemies in the game have resistance to the blunt, piercing, and slashing so the ability to do some kind of other damage type is important. Some kind of magic would definitely be welcome in a fighter comp.

Keegen,
@Keegen@kbin.social avatar

Cleric has a domain for basically everything in it, you can run a whole party of them and not suffer from the lack of any role.

flumph,
@flumph@programming.dev avatar

Nice! I haven’t explored the cleric much in the game. I changed Shadowheart to paladin.

skulblaka,
@skulblaka@kbin.social avatar

Clerics are the original All-Class Party. You can build a cleric to do damn near literally any role using different subclasses and spells. Heavy armor tank, heals, sneaky sneaky lockpicks, nearly naked full caster, you name it, there's a cleric of it. Get four of them in a room, call 'em the A-Men and get ready to break any semblance of balance over your knee. The Absolute is having a panic attack right now and doesn't even know why.

PugJesus,
@PugJesus@kbin.social avatar

Bard

Travelling band

flumph,
@flumph@programming.dev avatar

I feel like I don’t know how to play a bard well in combat. In my original playthrough, all he did in combat was use arrows to knock people off things.

pyrflie,

Bards vary wildly depending on build and subclass, so there isn’t really a right way to play one. But they are neck and neck with Wizard for strongest class in 5e.

Lore is a traditional full caster with expertise and access to spells like Spirit Guardians, Aura of Vitality (its called something else in game but functions the same), and Fireball that he really shouldn’t be able to use, but Magical Secrets are awesome. Build as a Blaster or Healer, with particular attention paid to Paladin and Ranger spells as these give the most bang for their buck per spell slot. 1 lvl of Life Cleric makes Lore Bard the strongest healer in the game by a country mile.

Sword is a Gish, with full Martial and full Caster capabilities. Ranged Slashing Flourish basically doubles the number of times you can attack per round. Only pure Fighter is a better ranged Martial and only in prolonged fights.

Valor is more of a Support/Tank, but they also gain access to a wider range of weapons than Sword so they can provide some odd but powerful equipment combos for debuffing enemies or buffing allies, but for the most part you would be better off with Sword.

TheLowestStone,
@TheLowestStone@lemmy.world avatar

I did college of swords with dual hand crossbows and short swords. I also took 3 levels of rogue to get the second bonus action (for 4 attacks per round). Spell slots mostly went to utility stuff.

Valor is your tank. Strap on a shield and take some defensive spells.

Lore is your main caster. Mostly debuffs but you can pick up some variety with magical secrets.

For a full bard party, I’d probably take 2 lore bards for the spell variety and either take a dip into warlock or sorcerer or pick up Spell Sniper with at least one of them for access to better cantrips.

Doubling up on swords is also a good option since your bardic inspiration recharges on short rest (starting at level 5) and you’ll have 6 short rests per day thanks to Song of Rest.

TheGreatFox,

Clerics.

Call your group the A-Men.

blegeg,

Suggesting this to my group now! If they aren’t interested… will find a new group haha

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