Greywander
2018-08-30, 06:22 AM
I had the idea of looking into specialized builds and tactics that require a team instead of just one player doing their own thing, and then another post asking about sustained damage got me thinking about a party that can fight all day without needing to rest.
Now, no party is truly resource-free. If nothing else, you always have hit points that will eventually deplete. If this concerns you, then I suggest trying to obtain Rings of Regeneration for each of your party members. The healing is slow (1d6 HP every 10 minutes), but that's at least an extra 6d6 HP for every short rest. What we're going to focus on are character builds and tactics that don't depend on expendable resources. I'll also avoid the barbarian and druid, even though they get infinite rages/wild shapes, as that only comes at 20th level.
Hotel California - You can check out any time, but you can never leave
Race: Bugbear, for the extra reach
Class: Brute fighter (or Champion, if UA isn't allowed), mostly for the regen
Fighting Styles: Tunnel Fighter (if allowed, otherwise GWF), Defense
Feats: PAM, Sentinel, Heavy Armor Master
Modus Operandi: You probably know what's coming. In a 15 foot radius around you (enough to block off a 35 foot wide hallway!) you have a zone of control where creatures provoke opportunity attacks both when they enter and when they try to leave. If you hit with an opportunity attack, Sentinel reduces their speed to 0. On your turn, depending on the needs of the moment, use your action either to Dodge or Attack, and use your bonus action for Tunnel Fighter's reactionless opportunity attacks so it doesn't matter how many enemies you have trapped, you can stop all of them from leaving.
If you have time to prepare a battlefield, Mold Earth or Shape Water can be used to create a chokepoint you can use as a killzone.
Free Hugs - Amazing chest ahead, try holding with both hands
Race: Lizardfolk, for the 1d6 bite attack
Class: As above, Brute/Champion fighter for HP regen; if you don't mind using resources now and then, EK is better (Dispel Magic, Enlarge Person, Fly)
Feats: Brawny (if not allowed, dip rogue), Mage Slayer, Heavy Armor Master, Tavern Brawler, Resilient (Wisdom)
Modus Operandi: So what weapon does this paragon of martial prowess wield? A greatsword? A rapier? Maybe a longbow? Nope, nothing. Nothing? Nothing. Of course, you can and should carry a few weapons, but most of the time you'll leave your hands empty. Grab an enemy in each hand and drag them into Hotel California's reach so they can't escape even if they break the grapple. Knock them prone and hold them in place while Hotel California wails on them (must be within 5 feet for advantage against prone targets). If a spellcaster is present, grab them first so you can keep them from casting/concentrating on spells. Once your hands are full and you're in position, either take the Dodge action or tear them apart with your bite attack.
When using a weapon, versatile weapons are probably the best choice. You can wield it with two hands when you're not grappling, but still grapple with one hand and be able to use the weapon. If you need to free up both hands, it's easier to sheathe than if you were dual wielding. Shields require an action to don or doff, so don't count on being able to free up a hand holding a shield if you need to grapple with that hand, but the extra AC might make it worth it. Thanks to Tavern Brawler, you can make an improvised attack with your shield, although biting is probably better anyway.
If you go EK instead of Brute/Champion, you lose out on the regen, but you gain some tools that can really help you deal with the more troublesome enemies you'll encounter on occasion. For spellcasters that cast Freedom of Movement, you can use Dispel Magic to remove it. Enlarge Person will let you grapple Huge monsters. Fly lets you bring airborne enemies down to earth (better yet, knock them prone in mid-air and reintroduce them to gravity). It's not resource-free, but these enemies can cause you some real problems if you aren't willing to expend some resources. Try to focus on spells with only a vocal component, otherwise you will need a free hand to cast that spell.
Long Shot - Million-to-one chances crop up nine times out of ten
Race: Elf (high or wood)
Class: Rogue (any) X / Champion fighter 3 (for Improved Critical, Archery fighting style)
Expertise: Stealth, Perception
Feats: Elven Accuracy, Sharpshooter, Skulker
Modus Operandi: While Hotel California and Free Hugs have your guests occupied, find a spot up to 600 feet away and start taking shots, using your bonus action to Hide before/after each one. With Elven Accuracy and Improved Critical, our chances of scoring a critical hit are unusually high, which will greatly multiply our Sneak Attack damage. Find the strongest monster and turn them into a pincushion while your two melee friends handle the cannon fodder. Alternatively, take out enemy archers.
In practice, you'll rarely be able to take advantage of that 600 foot range, but it can also be handy for bringing down flying enemies.
If you can, find a way to get Booming Blade and the Mobile feat. If you find yourself caught in melee, draw a rapier (you can even hold your bow in your other hand, but you're also proficient with shields), move in and cast Booming Blade, and thanks to Mobile you can withdraw without needing to use Disengage, allowing you to Hide or Dash instead. Even without Mobile, it's still probably worth it to get Booming Blade. This can make Arcane Trickster a good choice, as it also gives you some additional magical tricks for when you really need to burn a resource (see above on EK subclass for Free Hugs). As an AT, you can also use a bonus action with Mage Hand to get advantage on attacks (melee or ranged), allowing you to use Elven Accuracy when you can't hide.
Push Back - One step forward, two steps back
Race: Aarakocra, maybe? Variant human?
Class: Celestial warlock (Chain or Tome pact)
Invocations: Agonizing Blast, Repelling Blast, Eldritch Spear, Misty Visions, Shroud of Shadow, Eldritch Sight, (Voice of the Chain Master, Chains of Carceri) or (Book of Ancient Secrets, Witch Sight)
Feats: Spell Sniper, Inspiring Leader
Modus Operandi: You've got some resources you can spend when they're absolutely necessary, but most of the time you'll be able to just blast away, knocking enemies into Hotel California's kill zone. If Hotel California wasn't allowed to get Tunnel Fighter, this and Free Hugs will be your best bet for managing enemies trying to escape. Like Long Shot, you'll be able to blast from 600 feet away while the two regenerating tanks soak up all the damage. You can also knock enemies out of Hotel California's kill zone, forcing them to enter it again and take another opportunity attack, but this also gives them a chance to flee or circle around.
The Chain pact gives you an invisible, flying buddy that can greatly extend your utility at no cost. You can also get at-will Hold Monster for a few limited types of monsters, albeit only once per monster between long rests. Tome pact gives you a few extra cantrips and allows you to record and cast all ritual spells. Personally I'd go Chain and see if you can get the Ritual Caster feat instead.
Misty Visions gives you at-will illusions that can be used for a variety of purposes (improvised cover, for example). Eldritch Sight can be used to find candidates for Dispel Magic before Free Hugs tries to grapple them. Don't forget that Shroud of Shadow lets you cast Invisibility on other people, like Long Shot, for example. If you feel like the 600 foot range is overkill and 240 feet is plenty, you can switch out Edlritch Spear for something else.
Finally, the reason to go Celestial warlock is to mitigate the one resource we can't escape: HP. Not only do you get healing as a class feature, but you can take Cure Wounds as one of your spells, burning any remaining spell slots to heal right before a short rest in order to maximize the HP regained. Inspiring Leader also helps here, if you've got the time to use it before battle.
General Tactics
Hotel California will block off a hallway, if possible, preventing enemies from reaching Long Shot and Push Back. Free Hugs will grab two enemies, prioritizing casters, knock them prone, and drag them into Hotel California's kill zone, where the two of you can beat them to a pulp. When they're dead, grab two more and repeat. Long Shot will focus on using the burst damage from critical Sneak Attacks to take down higher HP foes, hiding every round to get advantage (and Elven Accuracy). Push Back's first job is to make sure no one can escape Hotel California's kill zone, but otherwise can heal, toss out at-will illusions, or just blast for more damage. Both Hotel California and Free Hugs can take the Dodge action if they're taking too much of a beating, letting Long Shot and Push Back take up damage dealing duty while they regenerate.
If you find yourself in a situation where you are surrounded, have everyone cluster around Hotel California. Hotel California will stop anyone entering melee range with an opportunity attack, and Push Back can push them out of Hotel California's reach again. Long Shot will take shots at the most threatening target available, using Hotel California as cover to hide behind thanks to the Skulker feat. Free Hugs will seek out and disable any casters, and otherwise hold enemies prone within reach of Hotel California so they can be quickly dispatched.
Note that precisely because of situations like the above, it's probably not a good idea for Long Shot and Push Back to hang back 600 feet behind Hotel California and Free Hugs, even if they have the range for it, as you'll want to be able to quickly get to the safety of Hotel California's kill zone as quickly as you can if ambushed.
There are some feats that all of your characters would do well to grab, if you've got the feat budget for it: Resilient, Mobile, Ritual Caster, and Magic Initiate (you can get Find Familiar as your 1st level spell, which is permanent once cast).
For Magic Initiate cantrips, Free Hugs can use Create Bonfire to hold one enemy in the flames for additional damage. Be aware, Create Bonfire has somatic components, so it requires a free hand, and it also uses concentration. Everyone else should always have a hand free for spellcasting, so maybe one of them (Hotel California?) could take Create Bonfire instead. It might be wise to pick up some AoE cantrips (Thunderclap, Sword Burst, Word of Radiance) to deal with hordes of weaker enemies, but Hotel California and Free Hugs might also be able to tear through them faster than using those cantrips would just by using their attacks. As mentioned earlier, Mold Earth and Shape Water can be used to create an arena to fight in, giving cover to Long Shot and Push Back while creating a bottleneck for Hotel California and Free Hugs to block off.
Now, I'm sure there are a number of ways this could be improved. I'm not fully familiar with some of these builds, so there's probably a lot I'm forgetting or not aware of. Feel free to expand or improve on this, and lets see if we can get a mostly resourceless* adventuring party functional.
*It is inevitable that sooner or later they will encounter a situation where things like spells are almost necessary to achieve their goal. There's nothing wrong with having a competent spellcaster in the party, so long as we aren't relying on expendable resources for day-to-day adventuring. That's why I went with the warlock for the resident caster, they're just fine spamming EB all day, but have a few tricks they can pull out when they really need them. Magic items can also solve many of the same problems that would require a resource expenditure, Broom of Flying vs. the Fly spell, for example.
Now, no party is truly resource-free. If nothing else, you always have hit points that will eventually deplete. If this concerns you, then I suggest trying to obtain Rings of Regeneration for each of your party members. The healing is slow (1d6 HP every 10 minutes), but that's at least an extra 6d6 HP for every short rest. What we're going to focus on are character builds and tactics that don't depend on expendable resources. I'll also avoid the barbarian and druid, even though they get infinite rages/wild shapes, as that only comes at 20th level.
Hotel California - You can check out any time, but you can never leave
Race: Bugbear, for the extra reach
Class: Brute fighter (or Champion, if UA isn't allowed), mostly for the regen
Fighting Styles: Tunnel Fighter (if allowed, otherwise GWF), Defense
Feats: PAM, Sentinel, Heavy Armor Master
Modus Operandi: You probably know what's coming. In a 15 foot radius around you (enough to block off a 35 foot wide hallway!) you have a zone of control where creatures provoke opportunity attacks both when they enter and when they try to leave. If you hit with an opportunity attack, Sentinel reduces their speed to 0. On your turn, depending on the needs of the moment, use your action either to Dodge or Attack, and use your bonus action for Tunnel Fighter's reactionless opportunity attacks so it doesn't matter how many enemies you have trapped, you can stop all of them from leaving.
If you have time to prepare a battlefield, Mold Earth or Shape Water can be used to create a chokepoint you can use as a killzone.
Free Hugs - Amazing chest ahead, try holding with both hands
Race: Lizardfolk, for the 1d6 bite attack
Class: As above, Brute/Champion fighter for HP regen; if you don't mind using resources now and then, EK is better (Dispel Magic, Enlarge Person, Fly)
Feats: Brawny (if not allowed, dip rogue), Mage Slayer, Heavy Armor Master, Tavern Brawler, Resilient (Wisdom)
Modus Operandi: So what weapon does this paragon of martial prowess wield? A greatsword? A rapier? Maybe a longbow? Nope, nothing. Nothing? Nothing. Of course, you can and should carry a few weapons, but most of the time you'll leave your hands empty. Grab an enemy in each hand and drag them into Hotel California's reach so they can't escape even if they break the grapple. Knock them prone and hold them in place while Hotel California wails on them (must be within 5 feet for advantage against prone targets). If a spellcaster is present, grab them first so you can keep them from casting/concentrating on spells. Once your hands are full and you're in position, either take the Dodge action or tear them apart with your bite attack.
When using a weapon, versatile weapons are probably the best choice. You can wield it with two hands when you're not grappling, but still grapple with one hand and be able to use the weapon. If you need to free up both hands, it's easier to sheathe than if you were dual wielding. Shields require an action to don or doff, so don't count on being able to free up a hand holding a shield if you need to grapple with that hand, but the extra AC might make it worth it. Thanks to Tavern Brawler, you can make an improvised attack with your shield, although biting is probably better anyway.
If you go EK instead of Brute/Champion, you lose out on the regen, but you gain some tools that can really help you deal with the more troublesome enemies you'll encounter on occasion. For spellcasters that cast Freedom of Movement, you can use Dispel Magic to remove it. Enlarge Person will let you grapple Huge monsters. Fly lets you bring airborne enemies down to earth (better yet, knock them prone in mid-air and reintroduce them to gravity). It's not resource-free, but these enemies can cause you some real problems if you aren't willing to expend some resources. Try to focus on spells with only a vocal component, otherwise you will need a free hand to cast that spell.
Long Shot - Million-to-one chances crop up nine times out of ten
Race: Elf (high or wood)
Class: Rogue (any) X / Champion fighter 3 (for Improved Critical, Archery fighting style)
Expertise: Stealth, Perception
Feats: Elven Accuracy, Sharpshooter, Skulker
Modus Operandi: While Hotel California and Free Hugs have your guests occupied, find a spot up to 600 feet away and start taking shots, using your bonus action to Hide before/after each one. With Elven Accuracy and Improved Critical, our chances of scoring a critical hit are unusually high, which will greatly multiply our Sneak Attack damage. Find the strongest monster and turn them into a pincushion while your two melee friends handle the cannon fodder. Alternatively, take out enemy archers.
In practice, you'll rarely be able to take advantage of that 600 foot range, but it can also be handy for bringing down flying enemies.
If you can, find a way to get Booming Blade and the Mobile feat. If you find yourself caught in melee, draw a rapier (you can even hold your bow in your other hand, but you're also proficient with shields), move in and cast Booming Blade, and thanks to Mobile you can withdraw without needing to use Disengage, allowing you to Hide or Dash instead. Even without Mobile, it's still probably worth it to get Booming Blade. This can make Arcane Trickster a good choice, as it also gives you some additional magical tricks for when you really need to burn a resource (see above on EK subclass for Free Hugs). As an AT, you can also use a bonus action with Mage Hand to get advantage on attacks (melee or ranged), allowing you to use Elven Accuracy when you can't hide.
Push Back - One step forward, two steps back
Race: Aarakocra, maybe? Variant human?
Class: Celestial warlock (Chain or Tome pact)
Invocations: Agonizing Blast, Repelling Blast, Eldritch Spear, Misty Visions, Shroud of Shadow, Eldritch Sight, (Voice of the Chain Master, Chains of Carceri) or (Book of Ancient Secrets, Witch Sight)
Feats: Spell Sniper, Inspiring Leader
Modus Operandi: You've got some resources you can spend when they're absolutely necessary, but most of the time you'll be able to just blast away, knocking enemies into Hotel California's kill zone. If Hotel California wasn't allowed to get Tunnel Fighter, this and Free Hugs will be your best bet for managing enemies trying to escape. Like Long Shot, you'll be able to blast from 600 feet away while the two regenerating tanks soak up all the damage. You can also knock enemies out of Hotel California's kill zone, forcing them to enter it again and take another opportunity attack, but this also gives them a chance to flee or circle around.
The Chain pact gives you an invisible, flying buddy that can greatly extend your utility at no cost. You can also get at-will Hold Monster for a few limited types of monsters, albeit only once per monster between long rests. Tome pact gives you a few extra cantrips and allows you to record and cast all ritual spells. Personally I'd go Chain and see if you can get the Ritual Caster feat instead.
Misty Visions gives you at-will illusions that can be used for a variety of purposes (improvised cover, for example). Eldritch Sight can be used to find candidates for Dispel Magic before Free Hugs tries to grapple them. Don't forget that Shroud of Shadow lets you cast Invisibility on other people, like Long Shot, for example. If you feel like the 600 foot range is overkill and 240 feet is plenty, you can switch out Edlritch Spear for something else.
Finally, the reason to go Celestial warlock is to mitigate the one resource we can't escape: HP. Not only do you get healing as a class feature, but you can take Cure Wounds as one of your spells, burning any remaining spell slots to heal right before a short rest in order to maximize the HP regained. Inspiring Leader also helps here, if you've got the time to use it before battle.
General Tactics
Hotel California will block off a hallway, if possible, preventing enemies from reaching Long Shot and Push Back. Free Hugs will grab two enemies, prioritizing casters, knock them prone, and drag them into Hotel California's kill zone, where the two of you can beat them to a pulp. When they're dead, grab two more and repeat. Long Shot will focus on using the burst damage from critical Sneak Attacks to take down higher HP foes, hiding every round to get advantage (and Elven Accuracy). Push Back's first job is to make sure no one can escape Hotel California's kill zone, but otherwise can heal, toss out at-will illusions, or just blast for more damage. Both Hotel California and Free Hugs can take the Dodge action if they're taking too much of a beating, letting Long Shot and Push Back take up damage dealing duty while they regenerate.
If you find yourself in a situation where you are surrounded, have everyone cluster around Hotel California. Hotel California will stop anyone entering melee range with an opportunity attack, and Push Back can push them out of Hotel California's reach again. Long Shot will take shots at the most threatening target available, using Hotel California as cover to hide behind thanks to the Skulker feat. Free Hugs will seek out and disable any casters, and otherwise hold enemies prone within reach of Hotel California so they can be quickly dispatched.
Note that precisely because of situations like the above, it's probably not a good idea for Long Shot and Push Back to hang back 600 feet behind Hotel California and Free Hugs, even if they have the range for it, as you'll want to be able to quickly get to the safety of Hotel California's kill zone as quickly as you can if ambushed.
There are some feats that all of your characters would do well to grab, if you've got the feat budget for it: Resilient, Mobile, Ritual Caster, and Magic Initiate (you can get Find Familiar as your 1st level spell, which is permanent once cast).
For Magic Initiate cantrips, Free Hugs can use Create Bonfire to hold one enemy in the flames for additional damage. Be aware, Create Bonfire has somatic components, so it requires a free hand, and it also uses concentration. Everyone else should always have a hand free for spellcasting, so maybe one of them (Hotel California?) could take Create Bonfire instead. It might be wise to pick up some AoE cantrips (Thunderclap, Sword Burst, Word of Radiance) to deal with hordes of weaker enemies, but Hotel California and Free Hugs might also be able to tear through them faster than using those cantrips would just by using their attacks. As mentioned earlier, Mold Earth and Shape Water can be used to create an arena to fight in, giving cover to Long Shot and Push Back while creating a bottleneck for Hotel California and Free Hugs to block off.
Now, I'm sure there are a number of ways this could be improved. I'm not fully familiar with some of these builds, so there's probably a lot I'm forgetting or not aware of. Feel free to expand or improve on this, and lets see if we can get a mostly resourceless* adventuring party functional.
*It is inevitable that sooner or later they will encounter a situation where things like spells are almost necessary to achieve their goal. There's nothing wrong with having a competent spellcaster in the party, so long as we aren't relying on expendable resources for day-to-day adventuring. That's why I went with the warlock for the resident caster, they're just fine spamming EB all day, but have a few tricks they can pull out when they really need them. Magic items can also solve many of the same problems that would require a resource expenditure, Broom of Flying vs. the Fly spell, for example.