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bsullivanp
2022-02-12, 03:15 PM
I am joining an amped up Curse of Strahd/Homebrew campaign that will take PCs up to level 20. I have never played CoS before, and have only played a few campaigns in D&D in total, so don't have a ton of experience across classes.

The current party composition is a Cleric (front line), Rogue, Barb/Moon Druid MC, and a Samurai.

I would think things like a Paladin would do exceptionally well in the campaign, but since the party is already melee heavy, I wonder if that would be the best and most fun choice. So was hoping to get some advice from this group on a good option to play through high level campaigning.

Sorcerer? Warlock? Multiclass? Not much experience with any of these, but have heard that these classes are somewhat frustrating to play through high levels.

Any feedback would be appreciated. Thanks!

PrinceOfMadness
2022-02-12, 04:22 PM
"Fun" and "best" are both subjective. What do you enjoy playing?

Looking only at what your party has currently, it seems like you don't have anyone INT or CHA based, so Wizard, Artificer, Paladin, Sorcerer, Bard and Warlock can all help to fill that gap. You also don't have any arcane casters, which is conveniently also most of the list I described a moment ago. What level are you starting at?

Without getting into spoilers of the module, know that it can be very punishing, so if you want your character to stick around, consider options that may make you more resilient. Healing, temporary hit points, damage resistances, etc. Every class has access to at least a couple of options to improve their resiliency for various opportunity costs.

There's not a 'one size fits all' answer to the question that you're asking, but if you provide a little more context about what things you enjoy doing and which - if any - of the gameplay pillars you're most interested in being able to fit, that will go a long way towards helping provide better answers to your question.

BerzerkerUnit
2022-02-12, 04:54 PM
Since CoS isn't supposed to go past 10th level, I wouldn't worry about what's unsatisfying at high level.

I've also played a Warlock up to 12th and the roll from 10 to 11 was like a massive game changer and all it gets you is another slot, a daily 6th level spell, and widget invocation. Never the less, Warlock in Strahd is not a bad choice because Eldritch Blast and Blast again is never a bad decision in combat.

I think Wizard or Artificer could also bring a lot to the table for a party if you're the type of player that can stay focused during other player's turns. Less focus is required for Artificer if you pick the Artillerist or Armorer but they can add the same magic item juice to the party.

Note: CoS has some good items littered around the module, but they are by and large hidden and either require the DM to practically spell out where they are for you, or need the kind of note taking few can manage. With that in mind, Artificer can really bring the noise by passing out some +1 weapons to other party members as early as level 2.

Good luck!

bsullivanp
2022-02-12, 05:56 PM
"Fun" and "best" are both subjective. What do you enjoy playing?

Looking only at what your party has currently, it seems like you don't have anyone INT or CHA based, so Wizard, Artificer, Paladin, Sorcerer, Bard and Warlock can all help to fill that gap. You also don't have any arcane casters, which is conveniently also most of the list I described a moment ago. What level are you starting at?

Without getting into spoilers of the module, know that it can be very punishing, so if you want your character to stick around, consider options that may make you more resilient. Healing, temporary hit points, damage resistances, etc. Every class has access to at least a couple of options to improve their resiliency for various opportunity costs.

There's not a 'one size fits all' answer to the question that you're asking, but if you provide a little more context about what things you enjoy doing and which - if any - of the gameplay pillars you're most interested in being able to fit, that will go a long way towards helping provide better answers to your question.

Yeah I was thinking the lack of a CHA based character was a big gap too. I am joining an existing party at level 6. So while it sounds like most of the campaign is done, the DM assured me it is not even close. For instance, Strahd isn't even the only BBEG vampire in this part CoS/part Homebrew campaign.

I had actually considered doing a 6/14 Devotion Sorcadin, but was worried how that would carry through level 20 (comes online so late plus when everyone is hitting their capstone, I'm still sitting with 5th/6th level spells. My only concern with the arcane casters, however, was the poor AC vs. my other party members, surely I would be targeted as the easy "pick off".

KorvinStarmast
2022-02-12, 06:51 PM
My suggestion: Warlock, Celestial. I went pact of the tome and never regretted it.

PrinceOfMadness
2022-02-12, 07:38 PM
Yeah I was thinking the lack of a CHA based character was a big gap too. I am joining an existing party at level 6. So while it sounds like most of the campaign is done, the DM assured me it is not even close. For instance, Strahd isn't even the only BBEG vampire in this part CoS/part Homebrew campaign.

I had actually considered doing a 6/14 Devotion Sorcadin, but was worried how that would carry through level 20 (comes online so late plus when everyone is hitting their capstone, I'm still sitting with 5th/6th level spells. My only concern with the arcane casters, however, was the poor AC vs. my other party members, surely I would be targeted as the easy "pick off".
If your only concern with playing an arcane caster is their lack of AC, then good news! That is an almost trivially simple problem to solve.

You could play a race that innately carries natural armor (Tortle) or armor proficiencies (hobgoblin), a class with adjustment to AC (Draconic Sorcerer), a subclass that grants armor proficiencies (hexblade), or just save your 1st level spell slots for Shield. Since you're starting at 6th level, you could also just take one level of fighter, paladin, or cleric for the armor proficiencies. If you want some examples of how a straight-classed arcane caster can be more durable than the party barbarian, check out some of the examples in (https://forums.giantitp.com/showsinglepost.php?p=23837856&postcount=45) this (https://forums.giantitp.com/showsinglepost.php?p=25029862&postcount=1095) thread (https://forums.giantitp.com/showsinglepost.php?p=23794664&postcount=1); there is a TON of useful material there that can help inspire a character build.

diplomancer
2022-02-12, 08:25 PM
My suggestion: Warlock, Celestial. I went pact of the tome and never regretted it.

I was going to make the exact same suggestion.

But since OP has mentioned thinking about being a 6/14 Devotion Sorcadin (though I don't think it's the best fit for this particular party), just one small suggestion. If you DO go for that, take one more level of Paladin, specially for this campaign.

sambojin
2022-02-12, 09:23 PM
Starting at lvl6, it's pretty hard not to suggest a Wizard, Cleric or another Druid. You're really hitting your stride at this level, with plenty of slots and abilities and spell preps available, so you can always contribute well. It just keeps getting better from lvls7-11 as well, where martial and half-casters start to feel like they're lagging.

A Lore Bard is always a good option in any campaign too. Get plenty of inspiration for buffing and debuffing, plenty of spells, and your magical secrets straight off the bat. Kinda easier to play than a wizard or druid, and lets you be the party face as well.

Keravath
2022-02-12, 10:31 PM
A couple of possibilities would be two levels of hexblade warlock + either sorcerer or bard (I would be partial to either Aberrant Mind Sorcerer or Lore bard). Alternatively, one level of Knowledge cleric with either of these also works but is a bit more MAD.

The two levels of hexblade gets you medium armor, shield, the shield spell (in the case of bard - and frees up a spell known in the case of sorcerer) - the Agonizing blast invocation and one other. Start as either variant human or preferably custom lineage with 17 charisma and pick up the Fey Touched feat at level 1. You will have 20 charisma at level 6 and can take whatever other feats appeal as you level up. Start with level 1 sorcerer for con saves. You could also start with resilient con at level 1 if you start with a level of hexblade.

I've found either of these works, are fun, have good single target damage, control spells and lots of options. They both hit their stride at level 7 and get even more fun from there on out. Starting at level 6 means that you are almost there.

Lore bard is great for any skill challenges, provides lots of support (cutting words is great), and picks up their extra magical secrets at bard level 6, character level 8 with the multiclass - which if you are starting at level 6 should come reasonably quickly.

Sorcerer has quicken and twin so you can twin buffs onto party members (twin protection from good and evil - sometimes awesome in CoS, twin haste etc), twin debuffs onto opponents (Suggestion, blindness etc), and when you just want to do damage - hex + quickened agonizing blast can be extremely effective for a few rounds. In addition, Aberrant Mind picks up the level 6 ability where they can cast certain spells cheaply just for sorcery points and without components so that they are unnoticeable - casting a unnoticeable twinned psychic spell on a couple of opponents could be loads of fun :)

There isn't much we can spoil about the module if it has been changed to run to level 20 :)

diplomancer
2022-02-13, 02:05 AM
A couple of possibilities would be two levels of hexblade warlock + either sorcerer or bard (I would be partial to either Aberrant Mind Sorcerer or Lore bard). Alternatively, one level of Knowledge cleric with either of these also works but is a bit more MAD.

The two levels of hexblade gets you medium armor, shield, the shield spell (in the case of bard - and frees up a spell known in the case of sorcerer) - the Agonizing blast invocation and one other. Start as either variant human or preferably custom lineage with 17 charisma and pick up the Fey Touched feat at level 1. You will have 20 charisma at level 6 and can take whatever other feats appeal as you level up. Start with level 1 sorcerer for con saves. You could also start with resilient con at level 1 if you start with a level of hexblade.

I've found either of these works, are fun, have good single target damage, control spells and lots of options. They both hit their stride at level 7 and get even more fun from there on out. Starting at level 6 means that you are almost there.

Lore bard is great for any skill challenges, provides lots of support (cutting words is great), and picks up their extra magical secrets at bard level 6, character level 8 with the multiclass - which if you are starting at level 6 should come reasonably quickly.

Sorcerer has quicken and twin so you can twin buffs onto party members (twin protection from good and evil - sometimes awesome in CoS, twin haste etc), twin debuffs onto opponents (Suggestion, blindness etc), and when you just want to do damage - hex + quickened agonizing blast can be extremely effective for a few rounds. In addition, Aberrant Mind picks up the level 6 ability where they can cast certain spells cheaply just for sorcery points and without components so that they are unnoticeable - casting a unnoticeable twinned psychic spell on a couple of opponents could be loads of fun :)

There isn't much we can spoil about the module if it has been changed to run to level 20 :)

If you do go the Hexblade 2/Sorc (or Bard) X route, I'd suggest, since you're starting from level 6, to go Hexblade 1 for now, and get Hexblade 2 at level 7. Not having 3rd level spells when you should is a big deal, in my experience. Not adding Cha to damage to your cantrips? Not so much.

Eldariel
2022-02-13, 03:51 AM
Honestly, Wizard seems like absolutely the best thing the party could get - you already have a Cleric and at least some Druid levels (Goodberries are superb!) and more than enough frontline and Wis/Dex skills covered (rest depends on Rogue's specialisations). Necromancer in particular could be hilarious if things are extrapolated to 20 (though Illusionist is of course even more ridiculous on those high levels), so the party wants support, buff, debuff & AOE and Wizard ticks all those boxes. Diviner or Chronurgist would obviously be great too but Necromancer just seems sweet for the campaign - it's just such a perfect fit. And the Int-skill role is open too so you're adding a lot on that front as well; Investigation and Knowledges in particular.

EDIT: If the Samurai isn't going Archer, you could go Bladesinger Switch-hitter (https://forums.giantitp.com/showthread.php?628446-Best-race-for-Bladesinger-post-tasha-s) to cover all your bases: it's quite convenient in the open to be able to fight at 600'. Evoker could also cover that to degree and Necromancer with their Necrotoys can also get up to 320' range, albeit at disadvantage (600' if they keep proficiencies).

bsullivanp
2022-02-13, 03:22 PM
If you do go the Hexblade 2/Sorc (or Bard) X route, I'd suggest, since you're starting from level 6, to go Hexblade 1 for now, and get Hexblade 2 at level 7. Not having 3rd level spells when you should is a big deal, in my experience. Not adding Cha to damage to your cantrips? Not so much.

My thinking has actually shifted to along these lines. I am actually considering going Aberrant Mind Sorcerer because I love the flavor and a Subtle-like Suggestion (using Psionic Sorcery) sounds really fun. Going 2, or even 1 level in Warlock could give me armor, EB, and a SR Shield/Absorb Elements, but isn't losing a 6th and 7th level spell a REALLY big tax to get all of those frontloaded. I understand that anytime you MC you are making some sort of trade-off, but losing two high level slots in exchange for two 1st level slots feels steep, no?

Sception
2022-02-13, 03:52 PM
The party seems to be lacking both an arcanist type character and a cha-based party face. Sorcerer can do both, particularly the Tasha's sorcerers with their semi-customizeable bonus spell lists (though customization of those lists isn't supported by the D&D beyond afaik yet, so if your campaign is using the ddb character builder that limits them slightly. Still the strongest sorcerer subclasses & fun characters either way.

That said, Paladins /are/ fantastic, especially in CoS, and their auras in particular make them a fantastic support choice for a melee heavy party. Watchers or Devotion paladins would be great here.

Or you could go for a sorcadin build and mix both. You'd still want the full 6 paladin for aura of protection, but you could jump from that into sorcerer from there.

Keravath
2022-02-13, 04:37 PM
My thinking has actually shifted to along these lines. I am actually considering going Aberrant Mind Sorcerer because I love the flavor and a Subtle-like Suggestion (using Psionic Sorcery) sounds really fun. Going 2, or even 1 level in Warlock could give me armor, EB, and a SR Shield/Absorb Elements, but isn't losing a 6th and 7th level spell a REALLY big tax to get all of those frontloaded. I understand that anytime you MC you are making some sort of trade-off, but losing two high level slots in exchange for two 1st level slots feels steep, no?

It is always a trade off multiclassing. However, what do you get in exchange?

Lose:

1x sixth level slot and 1x seventh level slot AT level 20. Spell slot and spell level progression lags two levels behind. e.g. level 6 spells at character level 13 for the multiclass vs level 11 for the single class. 9th level spells at level 19 for the multiclass instead of level 17.

The slower spell progression is a serious consideration.

Gain:

The big gain is enhanced survivability getting to level 20.

- Medium armor (with 14 dex) +shield is AC18 to start (could be 19 if you can find half-plate but itemization in CoS is completely up to the DM) +shield spell is AC23 at need vs Mage Armor + dex = AC16 if you can start with 16 dex + shield spell for AC21 - requires two known/prepared spells and is still not as good as medium armor+shield.

- Additional spells known. 2 first level spell slots that refresh on a short rest (either for shield or any of the other decent 1st level spells like dissonant whispers).

- Eldritch blast cantrip + agonizing blast invocation + one other invocation of choice (lots of good options - devils sight if you choose a race without darkvision, Eldritch Sight to cast detect magic at will, Mask of Many Faces for disguise self at will which might be more useful in a role play heavy campaign, the invocation that gives advantage on concentration checks ...)

Agonizing blast is a serious consideration. With enough sorcerer levels (tier 3 or 4) you will have the option to quicken this almost every round. In tier 3 this is 3x(d10+5) + 3x(d10+5) going to 4x in tier4. This is among the highest single target damage options possible for any class in the game. In a long fight against a challenging opponent or if you can set it up, hexblade's curse is a bonus action that adds your proficiency to every one of these attacks. In tier4 with the cost of 1 bonus action in the first round, this is 8x(d10+11) possible damage every round without the -5 to hit for characters with sharpshooter or gwm - and it is force damage which is rarely resisted. At these levels, the character can cast a concentration spell and then do this sort of damage every turn. Whether this feature is worth the delayed spell progression and a 6th+7th level slot at level 20 is really up to you.

Finger of Death is a 7th level necromancy spell doing 7d8+30 (con save for half) ... Agonizing blast is up to 8d10+88 (8d10+40 without the curse) ... and to hit die rolls at that level typically +11 or more with a wand of the war mage or rod of the pact keeper. You can expect to do at least 1/2 that damage against creatures with an AC of 22. Finger of Death on average does 61.5 or 30 on a successful save while 1/2 of Agonizing blast average is 66 with the curse (or 42 without) every turn of every combat. So just in terms of average damage with a 50% chance to hit - Agonizing blast is almost equivalent to casting a 7th level single target damage spell every combat round.

For comparison, a tier 4 firebolt is 4d10 = 22 average. Quickened firebolt with 50% hit chance gives about 22 average damage/round and the damage type is fire which is more frequently resisted.

--------------

So it is a tradeoff :) ... I've played a 2 hexblade/14 lore bard and I have a couple of other sorcerer/warlock characters that I have enjoyed playing. The ability to do significant at will damage has come in handy a few times - especially on the bard when faced with magic resistant creatures where debuffs really don't work well - having the ability to do some damage has been useful even without quicken as a sorcerer.

Rashagar
2022-02-13, 07:54 PM
Artificer (artillerist with a protector cannon) has been amazing in a party I'm in for boosting our survivability, they've always seemed to have something they can bring to the table to support the party.

Angelalex242
2022-02-15, 03:03 AM
As others have mentioned...Devotion Paladin level 7 makes Strahd cry, cause now he can't charm anyone standing next to you.

Do NOT go without that 7th level!

If you give up on sorcerer, you won't regret fear immunity at level 10 either.

FabulousFizban
2022-02-17, 09:08 AM
Necromancer >:]

nickl_2000
2022-02-17, 09:33 AM
I don't know CoS very well, but I feel like a College of Whispers bard would fit really, really well into the atmosphere and at level 6 you have Font of Inspiration and Countercharm (helpful against Vampires). If you want better armor, you can also go Dwarf or Githyanki, or you can take 1 level in Hexblade, Fighter, Paladin, or Cleric.


Although a Glamour Bard would definitely help with survivability, it is hard to argue with 8 temp HP usable as a bonus action many times each short rest.

Mordecai
2022-02-19, 03:11 PM
If there are classes that Barovia stands most desperately in need of, they are, in order of desperation 1) Paladin, 2) Cleric (of light or forge, YMMV) or 3) wizards of the divination school. Good luck! (Once you’re in Barovia, there’s no luck left to wish you.)

ATHATH
2022-02-19, 07:50 PM
I am joining an amped up Curse of Strahd/Homebrew campaign that will take PCs up to level 20. I have never played CoS before, and have only played a few campaigns in D&D in total, so don't have a ton of experience across classes.

The current party composition is a Cleric (front line), Rogue, Barb/Moon Druid MC, and a Samurai.

What subclasses are the Cleric and Rogue choosing? What are your alignments and races? What are your starting items?



You could play a race that innately carries natural armor (Tortle) or armor proficiencies (hobgoblin), a class with adjustment to AC (Draconic Sorcerer), a subclass that grants armor proficiencies (hexblade), or just save your 1st level spell slots for Shield. Since you're starting at 6th level, you could also just take one level of fighter, paladin, or cleric for the armor proficiencies.
Fair warning, I'm having some difficulty finding some quality heavy armor for my Paladin in the Curse of Strahd campaign I'm in. Our party is at level 10, closing in on the final fight, and my Paladin is STILL rocking the chain mail he started the campaign with. As it turns out, there aren't many enemies in CoS who're wealthy enough, martially-inclined enough, AND humanoid enough to have heavy armor for you to loot, and the gothic villages ruled over by a tyrannical vampire do not exactly have the facilities (and demand) required to produce/sell full plate. Who'da thunk it?

PrinceOfMadness
2022-02-20, 04:20 PM
Fair warning, I'm having some difficulty finding some quality heavy armor for my Paladin in the Curse of Strahd campaign I'm in. Our party is at level 10, closing in on the final fight, and my Paladin is STILL rocking the chain mail he started the campaign with. As it turns out, there aren't many enemies in CoS who're wealthy enough, martially-inclined enough, AND humanoid enough to have heavy armor for you to loot, and the gothic villages ruled over by a tyrannical vampire do not exactly have the facilities (and demand) required to produce/sell full plate. Who'da thunk it?
This is a fair point to bring to the OP's attention. If you want to benefit from any medium/heavy armor proficiencies, you may wish to do so via a means that will let you start play with some armor of that category, as the economy in Barovia can be pretty sparse in that regard. Talk to your DM about starting equipment, especially if starting play at higher than 1st level.

Sception
2022-02-21, 10:52 AM
This is a fair point to bring to the OP's attention. If you want to benefit from any medium/heavy armor proficiencies, you may wish to do so via a means that will let you start play with some armor of that category, as the economy in Barovia can be pretty sparse in that regard. Talk to your DM about starting equipment, especially if starting play at higher than 1st level.

This can be a problem, yeah. When I ran Curse of Strahd, I allowed the party paladin to use

Strahd's suit of animated suit of armor found in the starting ghost house as a suit of plate, but it first needed to have Remove Curse cast on it and have a blacksmith re-fit it for the PC in question, which kept them from upgrading to plate armor too early.

If not for that, the character would have been stuck with their starting armor for, imo, far too long. I also added some vampire knights armed with medium armor and silvered weapons to the random encounter tables help fill out equipment drops.

Demonslayer666
2022-02-21, 12:47 PM
I would recommend not playing what you have recently played. Mix it up so there isn't crossover. I have found that this makes my new characters more memorable, and more enjoyable to play.

Your party has room for a wizard, sorcerer, or bard. I'd probably play one of those, in that order, depending on what you have played recently.