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blackjack50
2020-08-11, 05:01 PM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

Man_Over_Game
2020-08-11, 05:15 PM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

I'd probably want the most diversity possible. Clerics, probably. Definitely some kind of full caster, and preferably one with some melee options.

blackjack50
2020-08-11, 05:23 PM
I'd probably want the most diversity possible. Clerics, probably. Definitely some kind of full caster, and preferably one with some melee options.

Yea. Cleric was another. Doing the Ninja Turtle monks would be amusing. I wonder which clsss could get the most diversity?

Rev666
2020-08-11, 05:48 PM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

A band that all go around fighting crimes and monsters while on tour.

Hell if you allow it in this scenario, they all take a 2 level warlock dip for mask of many forms and they can have their own anime girl transformation.

They could be Hanna-Barbera's The Impossibles.

Man_Over_Game
2020-08-11, 05:49 PM
Yea. Cleric was another. Doing the Ninja Turtle monks would be amusing. I wonder which clsss could get the most diversity?

Probably Clerics. They range from medium to heavily armored, are a fullcaster that also gets some weapon attack support with features and optional martial proficiencies. With being able to swap around their spells each day, they have little risk of overlap except on spells that are still good even when redundant.

Try to come up with a list of spellcasters that aren't limited to just being spellcasters, and the list gets pretty dang small.

MrStabby
2020-08-11, 06:05 PM
Oh, tough choice. I think probably Bard. Probably.

With a party of bards you can run a more social campaign without any players getting shut out by having a low charisma (probably).

Bard spells span a pretty wide range from healing, control, utilityandeven some damage spells.

Bards span some different functions with martial bards and more support focussed ones.

You get access to Lore bard which will help fill in any gaps in the line-up.

D8 hit die is fine, I thing with a whole party on D6 it can get a bit hairy - especially at lower levels

Different bards will really want different equipment, ok some overlap I guess.

Wizard_Lizard
2020-08-11, 06:30 PM
100% would go with bards, so much versatility with all of their things. Magical secrets.
Need a healer, boom, lore bard with healing word and cure wounds as their additional magical secrets.
Need a blaster? Boom, lore bard with lightning bolt or fireball.
Need a counterspeller? Lore bard with counterspell
Need a melee? Sword bard. Also Inspiration for dayyyssss.
Close second is cleric
third would be artificer.

Zaltman
2020-08-11, 06:34 PM
+1 for cleric. However, honorable mention to warlock. Diversity from patron, pact, invocations and spells.

AvvyR
2020-08-11, 06:34 PM
Some of my friends and I ran a short campaign where we were all bards. The gist was that we were a band on tour, but basically every town we showed up at had some problem we needed to deal with before we could play there. It was a good time.

Kyutaru
2020-08-11, 06:40 PM
All Fighter is my favorite. They can all specialize in different weapons, they're quite durable, and they have to solve problems like Muggles. It fits some fantasy stories where magic is rare and sends a bunch of troops into a monster den to try to face them off without sorcery. Since I'm not a hardcore Rules Lawyer the campaign runs smoothly and plenty of challenges can be overcome through non-magical means. But it's fun to see the ways they support each other in combat, form formations and battle plans, protect and nurse the wounded, circumvent traps and doors, and try their damnedest to stay alive. They actually do well at it and focus fire dangerous mobs to finish them off first while bringing an assortment of store bought tools to MacGuyver their way through everything. Who needs mind control when you can just come up with clever tricks and ambushes and bluff your way out of scenarios verbally? You don't need a bluff check if you're even convincing me to trust you, that's for players who would rather rely on mechanics than roleplay.

You learn a lot DMing a pack of straight fighters. They possess almost no special cheats and have to do everything manually with ingenuity. The roleplay is intense and full of moments that make you feel like wizards actually make the game worse.

VonKaiserstein
2020-08-11, 06:43 PM
Most of these all campaigns tend to be short lived. Therefore, go for glory, and be the most ridiculous you can. All barbarians.

Balance is for cowards. d12s are foreveryone.

Bonus points if the entire party is illiterate.

Major bonus points if the leader claims he isn't.

Things will get progressively more awesome as everyone at the table tries to outbarbarian each other.

OldTrees1
2020-08-11, 06:46 PM
Definitely Bard. Bard is the only class where I can pretend to by the class I wanted without locking someone else out of their choice.
I want a Rogue? Bard
I want a Paladin? Bard
I want a Wizard? Bard
I want a Cleric? Bard
Bard is a poor substitute, but it is a substitute.

Snails
2020-08-11, 06:47 PM
Some of my friends and I ran a short campaign where we were all bards. The gist was that we were a band on tour, but basically every town we showed up at had some problem we needed to deal with before we could play there. It was a good time.

Having visions of The Partridge Family.

heavyfuel
2020-08-11, 06:48 PM
Wizards can be great... If you allow UA.

You can have a Dex Focused Scout Illusionist making use of the Metamagic Feat for Subtle Spell
A Theurge healer
A Bladeisnger frontliner
An Evoker focused on blasty AoE
And a Necromancer for Minionmancy/off-tankyness.

If dips are allowed, the Illusionist should dip Rogue 1, the Theurge should dip Cleric 1, and the Bladesinger should dip Fighter.

stoutstien
2020-08-11, 06:58 PM
So far I've ran games with all barbarian, bard, rogue, cleric, fighter, monk, and now 2 sessions in with artificer.

Man oh man is the iron curtain a real possibility with this party.

opaopajr
2020-08-11, 07:10 PM
Illusionist Wizards. :smallcool: I wanna see the creative potential. Especially since I am used to tables that award some XP rewards for encounter survival. How much trouble can our party misdirect?

Kyutaru
2020-08-11, 07:29 PM
Wizards can be great... If you allow UA.

You can have a Dex Focused Scout Illusionist making use of the Metamagic Feat for Subtle Spell (Harry)
A Theurge healer (Ginny)
A Bladeisnger frontliner (Ron)
An Evoker focused on blasty AoE (Hermoine)
And a Necromancer for Minionmancy/off-tankyness. (Draco)


Harry Potter and the Dungeon of Dragons

TheCleverGuy
2020-08-11, 07:37 PM
Playing as a horde of rampaging Barbarians would be fun, I think. With the right adventure anyway.

Luccan
2020-08-11, 07:43 PM
One of the martials or Rangers. I've considered it for all of the classes at some point. Except Druid, it's too all-things-at-once for multiple Druids to feel unique, IMO. I think Fighter first, though. It's a better Everyman class than Rogue, IMO, because thieves tools and sneak Attack are pretty specific.

You want to be the sneaky guy? Focus Dex, take the right background. Magic guy? Eldritch Knight and a feat or two will do ya. And being the big weapon guy is easy.

I also favor this for Barbarian, though, because I like the idea of a game where the Barbarians actually need to plan and scout themselves (maybe use those spell features) rather than relying on the party and then just playing when the fight starts

Zhorn
2020-08-11, 09:02 PM
Assuming the party gets enough gold for inks, a full party of 5 wizards would be knocking out a huge chunk of their total spell list at every level up.
2 new spells at each level, 5 wizards, a coordinated effort is 10 new spells per level. Then spend the time and gold copying the spells out of each other's books. Wouldn't need to rely on the DM dropping spell scrolls.


Playing as a horde of rampaging Barbarians would be fun, I think. With the right adventure anyway.
Even with the wrong adventure it could be great.
Playing the sole barbarian in a political intrigue game, yes you are poorly suited.
Playing a full party of just barbarians in a political intrigue game? There's no one in the party to be the voice of reason and the intrigues of barbarian diplomacy reigns supreme.

GentlemanVoodoo
2020-08-12, 01:05 AM
A party of Warlocks. Whethere they all have the same patron or different ones there would be plenty of RP opportunity in that. Probably mandatory requirement each take a different pact boon just to get some diversity in the group whether these be UA or homebrewed.

Luccan
2020-08-12, 01:28 AM
Oh, I remembered my variation of this idea (I never expect to play this way, but hey at least this is an appropriate thread to bring it up): The single subclass party. You have to choose the subclass carefully, if you want to avoid too much sameness. Any Warlock subclass can work, since the Boons and Invocations can result in very different characters. To some extent spell selection as well, but I feel like it wouldn't work as well for Bard or Sorcerer who get far fewer unique build choices outside spell selection for all their subclass and class abilities. Once you have one of their subclasses your character is kinda locked in. Though I suppose Dragon Sorcs who really leaned into the Bloodline might all choose different spells and differentiate themselves that way. Same with Divine Soul.

As far as the martials, Totem Barbarian might work. As long as everyone doesn't go Bear. I mean, you could do that, but it seems dull comparatively. Branch out a little, the party doesn't need you all to go Bear. Have some fun. Battlemaster and EK run into the same problem as Sorcerers. They really need to lean into a theme to make themselves stand out. I don't think the AT Rogue could pull it off even as well as the Eldritch Knight, but maybe I could be surprised. Similarly, 4e Monk. What could be interesting about that one is eschewing elemental exclusive choices for character builds and going for other themes you can find in their limited magic set. Like a Hot/Cold Tempomancer, as opposed to just choosing Water or Fire as a focus.

But this idea originally came to be using the Beastmaster Ranger... I swear I have my reasons. Rangers have spells known, favored enemy and terrain, and fighting style. Add on to that a variety of beasts to choose from and I think you can create some genuine uniqueness out of one of the least liked subclasses in the game. I will say, I actually think the UA class options kinda ruin this concept; the Beast becomes more useful, but also generic, swapping out your favored enemy for a good spell is better but takes away from the diversity, and Primal Awareness just loads a bunch of the same new spells on you. I still like the other extra options provided for this idea though (and have no problem with any of it in a normal game).

Kane0
2020-08-12, 01:39 AM
Mostly normal: Clerics, Druids, Warlocks

Unconventional: Bards, Fighters, Paladins, Rangers, Rogues

Very niche: Barbarians, Monks, Sorcerers, Wizards

pragma
2020-08-12, 02:09 AM
The specific tactics I'd find interesting:
* 5x battlemaster fighters with sharpshooter, crossbow expert and maybe alert -- This is basically a special ops team: go first and reduce enemies to paste in a hail of gunfire. You might be able to get more mileage out of 5x gloomstalker rangers, but I think fighters will scale well later (at the cost of healing).
* 5x warlocks with lance of lethargy -- Can apply (at least) -50 speed to targets of their choice each turn. Freeze enemies in place and eldritch blast them to death. Someone is bound to have darkness as a contingency in case an enemy shoots back.

All that said, clerics or druids are probably the winning choice. Overlapping spirit guardians would be really good (presuming you interpret spell rules so that each does damage). So would a thorn whip yo-yo dragging enemies across spike growth.

EDIT: and I mostly agree with Kane's tier list. However, I think 5x wizards should be "mostly normal" pick, it's easy enough to diversify a team of wizards. In particular, an iron wizard, a god wizard and a blaster cover a lot of bases. Sure, healing is thin on the ground, so just make sure you don't take damage!

Kane0
2020-08-12, 02:22 AM
I’ve tried an all wizard party, actually getting kills was pretty challenging while trying to maintain slot expenditure efficiency. Even though they can diversify and fill all roles some things like consistent damage and healing you really notice.

freakybeak
2020-08-12, 04:13 AM
Warlocks for the RP and for the chance to FINALLY get everyone agreeing to take a short rest...

Emongnome777
2020-08-12, 08:13 AM
Mystic. Everyone can different AND great at their specialization.

LudicSavant
2020-08-12, 08:20 AM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

Wizards, Clerics, Bards, Druids and Warlocks all jump out at me as having strong builds available for every party role (and yes, that does mean I am saying you can make Wizards into solid healers, and no I don't mean with a UA).

Dork_Forge
2020-08-12, 08:46 AM
I'd go with Fighters, mix of Dex and Str based using feats to help introduce more variety.

-Eldritch Knight to cover casting (with additional magic from Ritual Caster, maybe race too)

-PDK with Healer to specialise in putting the party back together (maybe an Aasimar or Jorasco Halfing to triple down on this)

-Battle Master for versatility in combat (being sure to take Rally just in case)

-Samurai, maybe on a GWM or SS build

-Cavalier for tanking

LudicSavant
2020-08-12, 09:03 AM
Wizards can be great... If you allow UA.

You can have a Dex Focused Scout Illusionist making use of the Metamagic Feat for Subtle Spell
A Theurge healer
A Bladeisnger frontliner
An Evoker focused on blasty AoE
And a Necromancer for Minionmancy/off-tankyness.

If dips are allowed, the Illusionist should dip Rogue 1, the Theurge should dip Cleric 1, and the Bladesinger should dip Fighter.

You don't even need UA to make Wizard healers anymore. :smallsmile:

stoutstien
2020-08-12, 09:05 AM
You don't even need UA to make Wizard healers anymore. :smallsmile:

Mighty Morphin healing halflings for the win.

Waazraath
2020-08-12, 09:08 AM
Fighters of monks, probably. Or druids, for roleplaying a bunch of adventuring unwashed tree-huggin hippies.

LudicSavant
2020-08-12, 09:15 AM
Mighty Morphin healing halflings for the win.

Yep. Not only that, but Life Transference, Transmuters, and minionmancy healing have always been a thing, too. Throw it all together and you've got a pretty formidable healer.

CTurbo
2020-08-12, 09:27 AM
I think a band of Bards would be great. So much versatility.
I think a party if righteous Paladins would be great too if they're all different. Their 7th level Auras would all work with each other.
I think a party of Sorcerers would be really dangerous. Imagine a whole party with subtle spell. You would be able to avoid fighting most intelligent creatures completely.
I think a party of Druids would be great as well. They are really only lacking in the social pillar, but would completely dominate the travel, exploration, and combat pillars.

I think a group(monastery?) of Monks would be fun, but extremely challenging as they are completely lacking in versatility and have little to no room for feat support.
I think a group of Barbarians would also be fun, but also be nearly as hard as Monks for the same reasons.

I have played in a group of Fighters and it was fun and successful. We all used the extra feats for utility like Ritual Caster, Magic Initiate, Skilled, etc...
I have also played in a group(church?) of Clerics and I was the face of the group. Clerics are extremely versatile in all aspects outside of the social pillar.

N810
2020-08-12, 09:58 AM
Most of these all campaigns tend to be short lived. Therefore, go for glory, and be the most ridiculous you can. All barbarians.

Balance is for cowards. d12s are foreveryone.

Bonus points if the entire party is illiterate.

Major bonus points if the leader claims he isn't.

Things will get progressively more awesome as everyone at the table tries to outbarbarian each other.

Agent's of SMASH !

https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F285415 695107645905%2F&psig=AOvVaw3fi-l_vUPBPD4AGlXxiHBw&ust=1597330642264000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCPiijcr2lesCFQAAAAAdAAAAABAN

HPisBS
2020-08-12, 11:04 AM
All Bards for the sake of being a literal travelling band. 1 on the lute, 1 on the flute, 1 on the lyre, 1 on drum(s), 1 on tambourine? The ones with two-handed instruments can be the Valor and Swords colleges. Those martial subclasses wouldn't need to wield their instruments, anyway.

A party of Clerics to be JoCat's A-Men.

Subclasses really affect how Monks play, so that could be fun. It'd also be nice to see how they really compare to each other.

ThatoneGuy84
2020-08-12, 11:11 AM
Bard is up there for cool full party options that can fill most rolls.
Inspiration be flying everywhere expecially by level 5.

Warlock can fill 90% of the rolls needed, with slightly less heal option then bard, but great short rest capabilities!

heavyfuel
2020-08-12, 11:15 AM
You don't even need UA to make Wizard healers anymore. :smallsmile:

I've been out of the loop as far as new material goes. So... What do you mean here? Is it something unique to Wizards or just Healer feat?

Miele
2020-08-12, 11:51 AM
Most of these all campaigns tend to be short lived. Therefore, go for glory, and be the most ridiculous you can. All barbarians.

Balance is for cowards. d12s are foreveryone.

Bonus points if the entire party is illiterate.

Major bonus points if the leader claims he isn't.

Things will get progressively more awesome as everyone at the table tries to outbarbarian each other.

I'd love playing something like this :belkar:

nickl_2000
2020-08-12, 12:00 PM
I've been out of the loop as far as new material goes. So... What do you mean here? Is it something unique to Wizards or just Healer feat?

If you allow Dragonmark characters from Eberron the Mark of Healing Spells give you access to Healing Word and Cure Wounds.

LudicSavant
2020-08-12, 12:03 PM
I've been out of the loop as far as new material goes. So... What do you mean here? Is it something unique to Wizards or just Healer feat?

ERftLW: Wizards can now get cure wounds, healing word, lesser restoration, prayer of healing, aura of vitality, mass healing word, aura of purity, aura of life, and greater restoration on their spell list.
XGtE: Wizards can now get Life Transference on their spell list.
PHB: Transmuters, minionmancy healing (even just things like 'have familiars and Unseen Servants distribute potions' is pretty efficient if you have some cash to throw around), temp HP generators, and rest tools (like Tiny Hut).

Smash these things together and you've got an actually quite good healer.

LordCdrMilitant
2020-08-12, 12:18 PM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

I ran a game where there were 7 fighters and 1 fighter with a dip in monk.
I also played in a game where everybody was a different Paladin.

I had fun with both.

KorvinStarmast
2020-08-12, 01:26 PM
Warlocks for the RP and for the chance to FINALLY get everyone agreeing to take a short rest... An all monk party would similarly agree that short resting is a good plan.

Play Five Monks? Yeah.

1 Open Hand
1 Shadow
1 Four Element
1 Sun Soul
1 Kensei

HPisBS
2020-08-12, 03:02 PM
An all monk party would similarly agree that short resting is a good plan.

Play Five Monks? Yeah.

1 Open Hand
1 Shadow
1 Four Element
1 Sun Soul
1 Kensei

Indeed.

5 special forces types who can run down and stun whoever they need to at a moment's notice. 2 to deal AoE (Sun & 4E), 2 for ranged (Sun & Kensei), 2 for extra control (OH and 4E), and 1 to help them all reach the target(s) undetected.

Wizard_Lizard
2020-08-12, 03:39 PM
All wizard can work, or all sorcerer, particularly with expanded spell lists from dragonmarks. Mark of Healing on a wizard is kinda good.

sithlordnergal
2020-08-12, 03:59 PM
X3 I had a group I was playing with try this once. We all tried to be Wizards. I was the Abjuration Wizard with the Healer's Feat, and acts as the party's pseudo-healer. The frontline "fighter" was a Bladesinger, the blaster was an Evocation Wizard, and we had a Divination Wizard for support and battlefield control.

Sadly it didn't last...we tried doing that while going through the Storm King's Thunder book. Our Divination Wizard died on the first encounter, the Bladesinger was squished a few days later by a troll, and I met my end after saving the Evocation Wizard's life. I ate a crit from a Fire Giant's boulder and was crushed.

If I were to do a thing like that again, I'd go Bard, Wizard, or Druid.

Dragonsonthemap
2020-08-12, 04:02 PM
Cleric, Bard, Warlock, and Druid all CAN do it, mechanically, without having a noticeable hole. Of those, Bard is probably the most fun conceptually, because, as several people have said, of the "touring band" angle.

blackjack50
2020-08-12, 04:44 PM
All Fighter is my favorite. They can all specialize in different weapons, they're quite durable, and they have to solve problems like Muggles. It fits some fantasy stories where magic is rare and sends a bunch of troops into a monster den to try to face them off without sorcery. Since I'm not a hardcore Rules Lawyer the campaign runs smoothly and plenty of challenges can be overcome through non-magical means. But it's fun to see the ways they support each other in combat, form formations and battle plans, protect and nurse the wounded, circumvent traps and doors, and try their damnedest to stay alive. They actually do well at it and focus fire dangerous mobs to finish them off first while bringing an assortment of store bought tools to MacGuyver their way through everything. Who needs mind control when you can just come up with clever tricks and ambushes and bluff your way out of scenarios verbally? You don't need a bluff check if you're even convincing me to trust you, that's for players who would rather rely on mechanics than roleplay.

You learn a lot DMing a pack of straight fighters. They possess almost no special cheats and have to do everything manually with ingenuity. The roleplay is intense and full of moments that make you feel like wizards actually make the game worse.

I really like this. Very different.

blackjack50
2020-08-12, 04:49 PM
Most of these all campaigns tend to be short lived. Therefore, go for glory, and be the most ridiculous you can. All barbarians.

Balance is for cowards. d12s are foreveryone.

Bonus points if the entire party is illiterate.

Major bonus points if the leader claims he isn't.

Things will get progressively more awesome as everyone at the table tries to outbarbarian each other.

Lmao!

https://youtu.be/QPL2jef-x6Y

Wizard_Lizard
2020-08-12, 10:01 PM
All rogues could be a nice concept. All have expertise in different things.

Davo
2020-08-13, 07:09 AM
I'm now playing a Melee Sorcerer (who doesn't realize he's a sorcerer), based partially on a post in the "Eclectic Build" thread, and I believe an all-Sorcerer party is quite doable - at least in Tier I/II.

Dr. Cliché
2020-08-13, 09:29 AM
Bard seems like a good fit due to versatility. Also, I love the idea of a party that literally insults enemies to death. :smallbiggrin:

Cleric also seems pretty good on the versatility front. As do Warlocks.

I've seen Wizard suggested but I'm really not so sure. I think they'd end up copying spells from each others' spell books, which is sensible and sounds perfectly logical... until everyone just starts all casting the same spells every encounter, regardless of subclass.

I think Sorcerers might go a similar way, albeit more directly.

Really not sure about most of the martial characters. I could be wrong but I'm not convinced that the subclasses would add enough variety for a party of them to feel different.

LudicSavant
2020-08-13, 10:27 AM
5 Half-Drow Warlocks with Elven Accuracy and Devil's Sight. Celestials cover the healing. Hexblades tank. Everyone does lots of damage and makes it perpetually dark outside so everything has Disadvantage to hit the team, and the team has triple advantage against everything.

Kyutaru
2020-08-13, 10:39 AM
I'm now playing a Melee Sorcerer (who doesn't realize he's a sorcerer), based partially on a post in the "Eclectic Build" thread, and I believe an all-Sorcerer party is quite doable - at least in Tier I/II.

I see that whole doesn't know he's doing magic thing a lot and it's strange how you can perform the somatic stuff without knowing what you're doing. Roleplaying it as accidental tends to stretch the belief of the table especially when you choose the effects and they're overt (like fire coming out of hands).

Man on Fire
2020-08-13, 10:43 AM
A friend is running a game. Everyone wanted to be a wizard. So he let them to see what happens. I am wondering? What class would you have if you could have a 5 player game where everyone is the same class? I think I’d go Bard. A lot of variation there, plus being a traveling band would be fun.

I think Santine Phoenix did a real play of such concept in Sirens of the Realms.


Anyway, I did pull out games like these on occasion, last one was an all Paladins game but my dream is to run such game for each and every class.

Christew
2020-08-13, 10:44 AM
I see that whole doesn't know he's doing magic thing a lot and it's strange how you can perform the somatic stuff without knowing what you're doing. Roleplaying it as accidental tends to stretch the belief of the table especially when you choose the effects and they're overt (like fire coming out of hands).
I kind of agree, but then again a given character's view of their abilities is basically fluff. As long as you aren't handwaving limitations (like components and such) what do I care if your sorcerer views his Booming Blade as a particularly skillful martial strike instead of a spell?

Kyutaru
2020-08-13, 11:01 AM
I kind of agree, but then again a given character's view of their abilities is basically fluff. As long as you aren't handwaving limitations (like components and such) what do I care if your sorcerer views his Booming Blade as a particularly skillful martial strike instead of a spell?

Yes totally, just so long as the player remembers that it IS a spell and doesn't try to play it off as something else in the dialogue. Generally when players warp the game mechanic fluff it's with the intention of obtaining an advantage. It's okay as long as you play it mechanically as magic.

Davo
2020-08-13, 11:46 AM
I see that whole doesn't know he's doing magic thing a lot and it's strange how you can perform the somatic stuff without knowing what you're doing. Roleplaying it as accidental tends to stretch the belief of the table especially when you choose the effects and they're overt (like fire coming out of hands).

Well, so far at level two the only spell he's ever cast is Booming Blade, and he believes he has an enchanted heirloom warhammer. If he ever casts Sword Burst, he'll believe he just went berzerk for a round. I imagine next level he'll start to realize there's more to it than that, and by level five he should either embrace his abilities or MC into a melee class.

YMMV.

Quietus
2020-08-14, 09:22 AM
Well, this thread has inspired me to offer to run one of these games for my group; I put out the list of classes I thought would be interesting, and the one that grabbed the most interest was Wizard. So, I am currently in the process of pitching and developing a short (3-5 session) Wizard game at level 6, where everyone is an established expert in their particular field, and a mysterious complex has just appeared in the badlands to the west. Time for an academic expedition!

Keravath
2020-08-14, 09:47 AM
Probably Clerics. They range from medium to heavily armored, are a fullcaster that also gets some weapon attack support with features and optional martial proficiencies. With being able to swap around their spells each day, they have little risk of overlap except on spells that are still good even when redundant.

Try to come up with a list of spellcasters that aren't limited to just being spellcasters, and the list gets pretty dang small.

Knowledge cleric provides a limited and flexible ability with skills but overall, I would probably go with a group of bards to cover the range of activities for a typical party.

Melee - swords or valor bards
Skills - lore bard
Spell casting - all bards (they are a full caster class and magical secrets gives them some flexibility)
Healing - all bards can heal and have access to a number of the cleric support spells

The clerics probably do melee better since they do have medium and heavy armor options (plus spirit guardians and spiritual hammer). The clerics can also swap out spells on a daily basis to pick up niche ones when needed. However, bardic inspiration from a party of bards can be very effective especially after level 5 when it refreshes on a short rest.

P.S. I think the bards might be the more fun role play option depending on the players :)

Ortho
2020-08-14, 08:05 PM
You don't even need UA to make Wizard healers anymore. :smallsmile:

Okay, I'll bite. You wanna plop this one in your Eclectic Builds thread?

th3g0dc0mp13x
2020-08-16, 09:47 PM
Okay, I'll bite. You wanna plop this one in your Eclectic Builds thread?


Mark of Healing Halfling gives you these spells to your spell list.


1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd aura of vitality, mass healing word
4th aura of purity, aura of life
5th greater restoration

Combine that with Abjuration's ward to help reduce incoming damage in the first place.

Joe the Rat
2020-08-16, 11:31 PM
I've said that you can build a Warlock to fit any party role. Go all in and just do the whole party.

That out of the way, I am intrigued by the all-barbarian party, and would love to do this, with one stipulation: they're a band. Performance and/or Musical Instruments mandatory.

LudicSavant
2020-08-16, 11:34 PM
Okay, I'll bite. You wanna plop this one in your Eclectic Builds thread?

Hmm. Ended up preparing more for this week's session than I needed. So I might actually have time to add some more builds to that thread this week!

Christew
2020-08-17, 12:08 AM
Hmm. Ended up preparing more for this week's session than I needed. So I might actually have time to add some more builds to that thread this week!
Best news of 2020.

Angelalex242
2020-08-17, 12:54 AM
It's easier to create a party of Paladins.

"We are the Knights of Justice! We pledge fairness to all, to protect the weak, and vanquish the evil!"

https://www.youtube.com/watch?v=USUucZVnno0

Mork
2020-08-17, 02:30 AM
I wanted to add that the Kickstarted (https://www.kickstarter.com/projects/255133215/kingdoms-warfare-and-more-minis/description) Kindoms and warfare will have rules to make single class parties more viable:

"Titles give your characters new, limited abilities and proficiencies that let them shore up the deficiencies of a limited-class party.

A thieves’ guild might have a Godbotherer, a thief who gains proficiency with Religion and limited healing and possibly limited access to prayers. Not as powerful or useful or versatile as a cleric, but it gets the job done.
..."

I think the latest planning is it to be done end Q1 2021 or beginning Q2.

As to the rest of the thread. I think that having a plethora of magic items might also help a lot in getting a single class party working, even if its not mentioned classes. A flying item, a healing item, a +X to open locks items etc. ^^

Hael
2020-08-17, 05:31 AM
I'd take a Divine Soul Sorcerer.

You can make a pretty solid gish tank, a support, a wizardlite and a damage dealer.

Sherlockpwns
2020-08-18, 12:21 AM
In my quick scan did only ONE person bring up rogues?!

A 5 rogue party would be awesome for RP, pre combat setup, and finally not having that clunky fighter screw up the party stealth roll.

You get 1 mastermind directing the action.
1 inquisitive for questioning people.
1 thief for breaking and entering
1 arcane trickster for some spell work
And round it out with your choice of assassin, swash, or scout.

Each can specialize in several different skills, using their specialty to overcome all kinds of problems.

In combat you’d have a full party able to launch arrows from hiding and then work together to stab your way to victory. Not to mention all the rogue like fun you could have setting traps and ambushes, and just stealing everything that isn’t nailed down.

Of course the strangely more optimal but less fun build for 5 of the same subclass is all mastermind and everyone fires long range arrows at advantage due to the bonus action help action. If they get too close, just switch to move and dash.

Anyway, that’s my interesting choice. Screw this spellcasting garbage, give me an Oceans 11.

VonKaiserstein
2020-08-18, 04:09 AM
It's easier to create a party of Paladins.

"We are the Knights of Justice! We pledge fairness to all, to protect the weak, and vanquish the evil!"

https://www.youtube.com/watch?v=USUucZVnno0

Mechanically, yes, mass paladins are awesome.

But practically, that's a very powerful time bomb you've created of very passionate belief in conflicting deities and ideals. In my experience paladins tend to be mutually exclusive creatures, because they know what's RIGHT tm and will do it given any opportunity. This leads to not exactly betrayal, but direct conflict with other paladins with conflicting viewpoints with shocking regularity.

Angelalex242
2020-08-18, 05:29 AM
The Knights of the Round Table are a thing for a reason.

Just go Arthurian with it, it's fine.

LudicSavant
2020-08-18, 06:37 PM
Okay, I'll bite. You wanna plop this one in your Eclectic Builds thread?

Best news of 2020.

Alright, here ya go!

https://forums.giantitp.com/showsinglepost.php?p=24670442&postcount=496

Alright, Healing Wizard! Not only can Wizards be a healer, but they can be a damned good one. We're not talking a cut rate off-healer like a Thief Rogue that took the Healer feat, oh no, we're talking about a character who can outheal most Clerics and still have time left over to throw Fireballs and Webs and Walls of Force and what-have-you. A full blown main party healer that can throw down 4 digits of healing a day, burst heal in combat, cure status effects, mitigate like a king, repeatedly yo-yo not just the party but themselves, the works. Heck, they even get infinite non-combat healing at tier 4, because why not, you're a Wizard.

Build 10: The Jorasco Physician
https://i.postimg.cc/x1tR7N5k/9f533e2cd4bce85b053b42c3039cee88.jpg

Halfling (Mark of Healing) Life Cleric 1 / Transmuter Wizard 19
Stats: Str 8, Dex 14, Con 15, Int 14, Wis 14, Cha 10
ASIs: Int 16 @5, Int 18 @9, Int 20 @13, Resilient and 16 Con @17, Alert @20
Cantrips (Wizard): Toll the Dead, Ray of Frost, Minor Illusion, Prestidigitation, Shape Water
Cantrips (Cleric): Guidance, Light, Mending
Tool Proficiencies: One of them should be Herbalism.

Alright so, as is often the case for prepared caster builds, you have a lot of tricks up your sleeve... so many in fact that I can't properly list them all in a reasonable-length post. As such I'm mostly going to be focusing on what's unique about this build, though you should remember that this is still very much a controller Wizard, too. You can do this and all the usual god wizard things.

Here’s a list of some of your noteworthy healing/mitigation tools:

1) You are exceptionally excellent at using potions. Not only can you make them with Herbalism, but unlike most characters you can use multiple ones per round, without even using up your Action. Heck, you can even yo-yo yourself.

First, there’s your Familiar, who can deliver potions without using their Action, swiftly flying to wherever they need to be and administering the potion to an ally (per the DMG rules for doing so).

Second, there’s Unseen Servant, a ritual you can keep up more or less indefinitely due to its hour duration / no Concentration requirement. They can hand out potions too, using your bonus actions. Especially good at lower levels before you start getting really good bonus actions.

Those are the most noteworthy two, but summoned creatures and animated dead (if you’re into that sort of thing) can do it too. And when you get a Simulacrum, their Familiar and/or Unseen Servant can do it too.

Yes, this costs a little money, but it’s well worth it and can really get you out of a pinch with some surprisingly high burst healing, *or* yo-yoing multiple people *or* just keeping people healthy while simultaneously doing normal Wizard things. Even if you're impoverished and can only use this occasionally, having a few potions in your back pocket is a great safety net.

As early as level 2, for example, you can cast your racial Cure Wounds with your Action, Unseen Seer potion with your bonus action, and Familiar potion with the familiar’s action, all in the same turn, for a grand total of 4d4+1d8+9 (23.5) healing that you have the option of splitting between 3 targets. That’s basically a 100% burst heal for 1-2 characters, and it didn’t even cost you a single spell slot!

Remember, you can do this potion stuff with any Wizard. Use it. It’s great.

2) Conventional Healing Staples + Disciple of Life.
The Mark of Healing expands your spell list, allowing you to get all of the following as Wizard spells:

1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd aura of vitality, mass healing word
4th aura of purity, aura of life
5th greater restoration

So, you get Healing Word, Cure Wounds, Lesser Restoration, Greater Restoration, Mass Healing Word, and Prayer of Healing… pretty much all the Cleric standbys… except you can stack them with the Wizard’s superior resource and action economy advantages, and of course Disciple of Life.

It also gives you...

3) Aura of Vitality + Disciple of Life. This is what the Life Cleric / Lore Bards kept spending their Magical Secrets on, and now you’re getting it on a full Wizard chassis!

Even if you just use it out of combat, this is 120 hit points spread around as you please (e.g. avoiding waste from overhealing) for a 3rd level slot. That’s incredibly efficient.

In combat, it’s using your bonus action for 2d6+5 (12) healing per round, which of course comes on top of whatever your other actions are doing. That’s a lot of healing to have every round as a bonus action. Remember, healing never misses; this can really cut into Team Monster’s DPR. It's not too unusual for it to be enough to counter all damage from a fight, to all party members, and maybe even have healing left over to get rid of damage incurred in previous fights, at least if your party isn't just dumping AC and being completely reckless. It's basically the next best thing to pre-nerf Healing Spirit.

4) Arcane Recovery and other resources. Simply put, you have more spell slots than a Cleric, which means more healing, control, mitigation, etc.

Actually, you have a lot of things that stretch your healing resources longer. Contingency, Action-free potions, Panacea, a free Cure Wounds and Lesser Restoration from your race, and eventually…

5) Infinite Healing. With Spell Mastery, you can pick up Healing Word for 1d4+8 (10.5), as a bonus action, at will.

That means infinite, slot-free healing out of combat. And all of the resources that would otherwise have gone to non-combat healing being redirected elsewhere.

It also means getting non-Concentration healing almost as high as DoL Aura of Vitality whenever you’re not spending your Action on leveled spells (for example, when slinging cantrips).

It also means that your Simulacrum does it too. So for example just doing that and Toll the Dead is 8d12 damage and 2d4+16 healing per round.

6) Racial Spells: You basically get a free 1st level and 2nd level spell slot from your race, which extends your resource efficiency a bit further.

The first is Cure Wounds, which is usually a poor use of a spell prepared but great for a freebie. To put it into perspective, it’s worth 9.5 hit points (or 19 when your Simulacrum gets it). Compare that to the Hill Dwarf getting 1 hit point / level and suddenly it sounds like a pretty good deal.

The second is Lesser Restoration, which is a lovely ‘seat belt’ spell, by which I mean you won’t always want it but when you do, you really do. It’s always nice to have someone in the party with this prepared.

7) Simulacrum. The biggest power spike spell in the game; this allows you to spend money for actions and spell slots at a rate that is a complete steal. Anything you do can now be doubled in a pinch (and your resourceless stuff can be doubled all the time). Even comes with its own Familiar. And can have different spells prepared from you.

8) Life Transference + DoL: A healing spell all Wizards get. 8d8+5 (41) is a big burst heal for a level 3 slot, which of course can stack with your bonus action or minion action heals for numbers comparable to the 6th level Heal spell, but split between multiple characters if you feel like it.

You basically can take someone from 0-full this way, though you take 4d8 yourself when you do so. Of course, your third level slots have a lot of really great options, so this has stiff competition and might not see much use, despite being a solid option.

9) Soul Cage + DoL: This spell lets you heal 2d8+8 hit points as a bonus action, 6 times a day (total 102 hp), no Concentration required. It also can be used for a variety of great information gathering effects, and an alright ability to influence d20 rolls (only alright because it requires a bonus action beforehand). The default fluff is Evil, but it’s really easy to refluff it as something that isn’t (I did so for my Wizard that was an acolyte of Wee Jas, who in my version is basically the psychopomp of the pantheon (https://forums.giantitp.com/showthread.php?450352-Wee-Jas-the-First-Lich)).

10) Contingency It lets you cast a 5th level spell, without an action, and with a spell slot you spent *last week* instead of on dungeoneering day.

Stacks with all your other action economy and resource shenanigans. Heck, even a Contingent Cure Wounds can pop you up to (average) 36 hit points automatically when you get reduced to zero.

11) Restore Life. If this has a tradeoff compared to other healer builds, it’s that you don’t get a way to revive dead PCs until level 15. Still, you do have one. And before that, you at least can get Gentle Repose so that you can cart a teammate’s body back to town for Revivify (it shouldn’t be that hard to find a 5th level spellcaster).

12) Panacea. Once or twice a day (because your Simulacrum makes transmuter’s stones too), you can fully heal any character’s HP, and remove all curses, diseases, and poisons affecting a creature.

This is like having the 9th level Power Word Heal, twice, without using your spell slots. Except it’s not even a spell, so you can totally cast a bonus action spell on the same turn! Yeah, it uses up your transmuter’s stone for the day, but it’s well worth it for what is essentially extra level 9 spells.

13) Transmuter’s Stone. Improve kiting, Con saves, or get Resistance to the damage type of whatever you’re fighting. You don’t even have to pick just one, you get to switch each time you cast a spell, so you can adapt to the situation. And when you eventually get a Simulacrum, they get to make one too.

14) Way better reactions. Clerics don’t get any reaction spells at all, Druids only get Absorb Elements, and Bards need to spend Magical Secrets to get theirs. You get all the best reaction spells, including Shield, Counterspell, Absorb Elements, and Feather Fall, all of which are great damage mitigators

15) You are not a squishy, d6 HD be damned. The idea that Wizards have to be squishy is even more wrong than the idea that Wizards can’t heal. The difference between a d6 and d10 HD is just 40 hit points by level 20 (or 38 in the case of this build, since you start with a Cleric level). That’s worth less than the effective hit point value of a single low-mid level spell slot for you.

Meanwhile, you’ve got armor, shield, and all the defensive spells that make everyone say an Eldritch Knight is the tankiest Fighter, except with way more spell slots. And access to higher level defensive spells. And healing that vastly outstrips Second Wind and can just repeatedly burst yourself to full.

Now I’m not setting out to build a primary tank build here, but you can totally switch hit for the frontliner to relieve some pressure and spread damage around the party (which makes AoE healing more efficient). Or just position more aggressively, without worrying about needing to spend actions or slots escaping if enemies manage to engage on you.

Also, your defenses help your Concentration (you don't make a save if the enemy misses. Also, Absorb Elements can lower Concentration DCs) and spell slots (you don't need to cast Mage Armor, and you'll need Shield less often if they miss your base AC more).

16) Making it safe to rest. This is another thing that Wizards already do -- using things like Leomund’s Tiny Hut or Rope Trick or Alarm to make it easier for the party to rest, and thus heal up and replenish resources. That’s healing too.

17) All the crazy @#$% that control Wizards normally do to make Team Monster’s rate of damage slow to a crawl, whether that's polymorphing people into 158 hp Giant Apes, trapping foes in Walls of Force, making strategic use of vision blockers, whatever. And the slower damage comes in, the more effective healing is, pound for pound.

So yeah, like I said, not only are Wizards able to fill the healer role, they do so quite well, with efficient action economy, burst, and sustained healing, and tons of control and mitigation.



Additional Notes

We come online immediately, and only get stronger as we progress. At level 2 we're already a strong healer due to our slot efficiency (Arcane Recovery + Racial Cure Wounds slot + No need for Mage Armor and less frequent need for Shield + potion use + Disciple of Life) and action economy (potentially able to heal with our action, bonus action, and familiar's action. All in the same turn if we like).

At level 20 we have literally infinite noncombat healing, massive burst heals (including 2x 'Power Word Heal'-level effects per day that don't even eat our spell slots), efficient in-combat healing options, multiple sources of self-yo-yo healing, and the ability to cure pretty much any status. In addition to, you know, being level 20 Wizards and all the nice things that come with that.

And we have a smooth progression between point A and point B.

Wondering what to do with Minor Alchemy? Here's some fun ideas:
- Carve durable substances with a precision and speed that would be impossible for even a master smith by turning them into a more easily workable substance, and working that before the duration expires. Consider taking up a tool proficiency to go with this, and you can create very fine metallic or precious stone goods in a tiny fraction of the time, without even having access to a forge. You can whittle a chunk of metal into whatever tool you want on demand. As well as smuggling weapons into places that don't want you to have weapons.
- Get through locks or chains, more quietly than Knock, and even if the prison guards took away your spell components.
- Scam people by temporarily turning less valuable materials into far more valuable ones. Can combine with the carving above to make fake priceless art objects. I don't recommend just outright selling these (since in a magical world rich merchants are likely to know this is possible and institute an hour wait or some such countermeasure), but instead combining it with traditional con artist techniques. Someone's about to miss the opportunity of a lifetime!
- Transmute a very heavy material into a very light one, throw it or launch it from something (maybe even the Catapult spell), then end Concentration mid-flight. How effective this is is a DM judgment, but in real life the forces involved could get extremely large, enough to smash reinforced walls and such.
- Silver your weapons if you're going to be fighting something vulnerable to that.
- Collapse structures by turning the base of load bearing pillars / support structures into a material that can't support the weight.

We are pretty good at ability checks all around, thanks to Halfling Luck + a well-rounded statline + Guidance, not to mention bonuses to Herbalism and Medicine from Mark of Healing. Remember that Guidance is a bigger bonus than Expertise in tier 1. You can further toss in the Skill Empowerment spell later, for more skillmonkeying. Your familiar really helps out too. Among other things, they're a scout with Darkvision and a whopping 18 passive perception (with Keen Senses), equivalent to a 16 Wis Cleric with the Observant feat. And of course the Wizard is just oozing amazing utility spells.

We are extra good at Herbalism and Medicine without particularly trying to be, because of our race. For example for Herbalism we get a whopping Int + Prof + Halfling Luck + Guidance + Mark bonus (so, +11+2d4+Rerolling 1s). This means we should familiarize ourselves with the uses of these skills, since we're basically always gonna ace checks with them. In the case of Herbalism, you can find various ideas for ways to use it in XGtE, the most notable of which is of course crafting 25gp healing potions. In the case of Medicine, this skill is oft maligned because people rightly point out that the ability to stabilize people is basically worthless since Healing Kits do that without a check. However, skills needn't be limited to on-the-book uses; I suggest seeing if you can use it for forensics ("how long has this man been dead? What killed him?) and as an additional knowledge skill ("This kind of monster inflicts these kinds of poisonous wounds, nasty things, I had to learn how to treat them").

Use your rituals. Try to always have at least one going. Remember, you can still move around and such while casting rituals.

As for saving throws, we don't really have a clear "weak link" save to target, thanks to Halfling Luck + a well-rounded statline + proficiency in Wis, Cha, and Con saves and Int as a primary main stat. And of course stuff that mitigates the impact on failing saves, like vision blockers (many effects require enemies to see you), elemental Resistance effects, Counterspell, status cures, Contingency, etc.

We get 5 extra spells prepared and 3 extra cantrips from our Cleric dip. You get Cure Wounds and Bless prepared from your Domain, then 3 more. Good options to prep from the Cleric list are Protection from Evil and Good, Healing Word, Sanctuary, Shield of Faith, and (at least until your Int outscales your Wis at 5), Command.

For cantrips, we obviously are going to take Guidance and spam it at every opportunity for bonuses to skills and initiative checks. And then we can grab two utility cantrips that don’t care about your Wisdom, like Light and Mending.

For Wizard cantrips, I recommend Toll the Dead, maybe another attack cantrip like Ray of Frost or Create Bonfire (if you've got a grappler/Repelling Blaster/Booming Blader or the like with you), and your choice of utility cantrips. I picked Prestidigitation, Minor Illusion, and Shape Water, because I like them both mechanically and thematically (because they’d all be really useful for a doctor). I don’t care which of these you take first, as long as one of them is Toll the Dead.

One of the downsides of the Mark of Healing halfling is that it doesn't have an Int bonus, but that's okay, it's still worth it. Early on, keep an eye out for spells that are just as good with a little less Int. For example, Magic Missile doesn't need to roll attack or make someone fail a save, and is one of the best single target damage spells in a level 1 and level 2 slot (it outdamages Scorching Ray on average unless an enemy's AC is very low, or you're getting Advantage on all the attacks). But don't be too picky about this; it's just a +1, you can still take whatever spells you want.

Aura of Vitality doesn't need you to see, so Concentration-free vision blockers like Pyrotechnics are even better than usual. This also synergizes with Alert.



Variants
You can turn any Wizard subclass into a healing build using the technique shown here, not just Transmuter. I only picked them because they're further specialized in that regard and they don't get a lot of screentime on these forums.
The core of this build -- being a Wizard healer -- can actually work with any subclass! I just used Transmuter because it's rarely played and gives us a way to raise the dead, plus some extra healing abilities. But seriously, want to do this as an Evoker, Abjurer, Necromancer, Diviner, or War Wizard? You absolutely can. In fact, Evocation or Abjuration will save you money on picking up the Mark of Healing spells. Conjuration can make your Concentration unbreakable, and then you can just kinda… face-tank things. Necromancer can make every single Animated minion carry a potion. There's fun stuff to do.
Instead of starting with 15 Con and 14 Int, you could take 15 Int and an Int-based half-feat like Keen Mind at 5.
Instead of starting with 15 Con, you could start with 14 and make your statline even more well rounded. You could also switch out Res(Con) for whatever you want, too (after all, you can still get the proficiency from your Transmuter's Stone, Res:Con just frees you up to give it to someone else).
If you roll for stats, you might have more space for ASIs. In that case, some options are Lucky, War Caster, and plain old +2 Con ASIs (which I prefer over Tough).
As always, the power creep that is Ravnica Backgrounds exists. Selesnya is a pretty good pick for Warding Bond and Plant Growth. Dimir and Orzhov add good spells, too.

Grassblade23
2020-08-19, 03:19 PM
I love the idea on a one class party, (based on the very old joke of an all-Bard party) but are we talking pure classes, with no multiclassing? If multiclassing is allowed, it seems to open up the possibilities quite a bit, while still hewing to the theme.

Quietus
2020-08-19, 09:26 PM
I love the idea on a one class party, (based on the very old joke of an all-Bard party) but are we talking pure classes, with no multiclassing? If multiclassing is allowed, it seems to open up the possibilities quite a bit, while still hewing to the theme.

The game I'm developing to run for an adventure (3-5 sessions) is all Wizards, level 6, and I've given permission for them to take one level of multiclassing if they like. Mostly because one player asked, but it means they keep third level spells, but potentially lose a spell slot, and definitely lose their subclass ability. So far everyone seems okay with this.

sirteyo
2020-08-20, 02:27 AM
I told a friend this very same idea with a party of clerics. But then he said, "yeah but what about a party of all paladins".

Different orders, different oaths, same mission...now that would make for a really cool idea for a very short campaign or extra long one-shot.

timesparrow
2020-08-20, 06:26 PM
Speaking of the all-paladin party, there is a really good story written in the greentext format that slowly transitions to normal prose over its many installments on reddit. It really shows how paladins of different orders can work together without excessive intraparty conflict and while feeling distinct. Even without that, it's a good story to read when you get the chance. Unfortunately, I can't link it currently.

Damon_Tor
2020-08-20, 09:55 PM
I ran an all wizard game, set in not-hogwarts. (Actually, one of them was a warlock, but he told everyone he was a wizard and he was clever enough to fake it well) At any rate, I can confirm that an abjurer built for the role can absolutely be a primary tank. A bladesinger helping shore up the front line is also good. This is also the game a gnome necromancer decided to crawl into the chest cavity of a reanimated skeleton and pilot it like a necro-mech. Good times.

Angelalex242
2020-08-20, 10:27 PM
Speaking of the all-paladin party, there is a really good story written in the greentext format that slowly transitions to normal prose over its many installments on reddit. It really shows how paladins of different orders can work together without excessive intraparty conflict and while feeling distinct. Even without that, it's a good story to read when you get the chance. Unfortunately, I can't link it currently.

That is a game I would join if I could.

Tanarii
2020-08-20, 10:43 PM
If I was playing with standard array and default starting equipment? Clerics.

Bards would be harder. Out of Cleric, Bard and Druid, you're usually looking at the most trouble with surviving a standard adventuring day at low levels. AC 13 for most starting bards, AC 14 if they're a Dex race, makes them squishy. Druids you can have one Dex/Con focused with an AC 16 and 10 hps, and Clerics can easily have an AC 18 tank.

Fighters, Rogues, Rangers with different terrains/enemies, that'd also be fun. Although they'd want to put money in potions a lot by Tier 2. And for Rogues, you'd definitely want a Thief with the Healer feat.

Wizards and Sorcs I couldn't see surviving without a 5MWD or DM handholding. Warlocks would do okay because hexblade.

Paladins would feel too similar, and also like wasted save auras once you hit 6th. Monks would just feel too same-y to me as well. Although that's a personal taste.

Avigor
2020-08-20, 10:45 PM
I want to play an all Warlocks campaign... preferably all Hexblades with Improved Pact Weapon, with a slight refluff to buff spells and EI's (esp. Armor of Shadows) to allow them to involve costume changes. Why?

Part of me really wants to play a Power Rangers/Magical Girls game. (with spells coming out of weapons and attacks powered by the strength of your convictions, what else do you call Hexblades?)

timesparrow
2020-08-20, 10:47 PM
That is a game I would join if I could.

At times I'm not sure if it is a game or just a story that disguises itself as a campaign log. Either way, I would love to be in a game like that as well.

Angelalex242
2020-08-21, 02:03 AM
If I was playing with standard array and default starting equipment? Clerics.

Bards would be harder. Out of Cleric, Bard and Druid, you're usually looking at the most trouble with surviving a standard adventuring day at low levels. AC 13 for most starting bards, AC 14 if they're a Dex race, makes them squishy. Druids you can have one Dex/Con focused with an AC 16 and 10 hps, and Clerics can easily have an AC 18 tank.

Fighters, Rogues, Rangers with different terrains/enemies, that'd also be fun. Although they'd want to put money in potions a lot by Tier 2. And for Rogues, you'd definitely want a Thief with the Healer feat.

Wizards and Sorcs I couldn't see surviving without a 5MWD or DM handholding. Warlocks would do okay because hexblade.

Paladins would feel too similar, and also like wasted save auras once you hit 6th. Monks would just feel too same-y to me as well. Although that's a personal taste.

Disagree about Paladins. Sure, the 6th level powers overlap...but the 7th level powers do not, assuming they're all different oaths. That's a lot of immunities and extras.

Tanarii
2020-08-21, 08:09 AM
Disagree about Paladins. Sure, the 6th level powers overlap...but the 7th level powers do not, assuming they're all different oaths. That's a lot of immunities and extras.
True. But like I said, personal taste. Paladins and Monks just always feel same-y to me in a way no other class does. But it might also be because I usually only saw two subclasses of each. (Ancients/Vengeance and O.H./Shadow respectively). So a group of 5 using XTGe subclasses might break that.

HPisBS
2020-08-22, 02:06 AM
True. But like I said, personal taste. Paladins and Monks just always feel same-y to me in a way no other class does. But it might also be because I usually only saw two subclasses of each. (Ancients/Vengeance and O.H./Shadow respectively). So a group of 5 using XTGe subclasses might break that.

Shadow ought to play very differently than OH. They may work pretty similarly during combat, but the Shadow should shine out of combat with its stealth abilities.

Well, actually, the opposite of "shine," but you get the idea lol

Ertwin
2020-08-22, 02:19 AM
I remember reading a prompt (that sadly doesn't work for 5e) of everyone is told to play a druid.

Session 1, all the druids are kidnapped, the players are now playing their animal companions and need to rescue the druids.



I think an all monk party could be cool. Turn your campaign into a martial arts movie.


I also like the idea of a party of only fighters having to find mundane means of solving problems rather than the solution to everything being "throw some magic at it"

My sister tried running a no magic campaign, and there aren't many class options for that.

Luccan
2020-08-22, 02:39 AM
I remember reading a prompt (that sadly doesn't work for 5e) of everyone is told to play a druid.

Session 1, all the druids are kidnapped, the players are now playing their animal companions and need to rescue the druids.



I think an all monk party could be cool. Turn your campaign into a martial arts movie.


I also like the idea of a party of only fighters having to find mundane means of solving problems rather than the solution to everything being "throw some magic at it"

My sister tried running a no magic campaign, and there aren't many class options for that.

I think you could do a variant of that first one with Chainlocks and maybe a Paladin.

I've considered doing a tournament focused monks-only game. Have some intrigue going on in the background while the characters also have to prepare to fight other monks from across the land.

Even having an EK with Ritual Caster (Wizard) still requires a lot of non-magical problem solving. I do like fighters for the everyman roll more than rogue, so it's one of my favorites for this concept.

No magic game: a good portion of monk, depending on subclass, works without magic. That can be stretched depending on when you draw the line between action hero and magical martial arts, of course. Most Fighter and Rogue subclasses work, of course. Barbarian has Battlerager and Berserker (it's weirdly magic heavy this edition), while you only need to change a little bit to make a lot of Totem Warrior work. There's a non-magical Ranger WotC did floating around somewhere that would be worth considering for such a game. They also have healing poultice abilities if you're worried about that.

Ertwin
2020-08-22, 03:10 AM
No magic game: a good portion of monk, depending on subclass, works without magic. That can be stretched depending on when you draw the line between action hero and magical martial arts, of course. Most Fighter and Rogue subclasses work, of course. Barbarian has Battlerager and Berserker (it's weirdly magic heavy this edition), while you only need to change a little bit to make a lot of Totem Warrior work. There's a non-magical Ranger WotC did floating around somewhere that would be worth considering for such a game. They also have healing poultice abilities if you're worried about that.

We ended up with a fighter, a ranger (with all the spells re-fluffed to gadgets), and a sorcerer (who was one of literally only 2 spell-casters in the world)