D&D 5E [5e] What to play in a 2-people group? Other character is a paladin.

Grifter730

First Post
What would be the best build to play for a 2-people group? One character is a polearm paladin going vengeance. Since he'll be weak on range attacks and AoEs, I figure maybe I should play those strengths, but I'm really not sure. Maybe it should also be a good healer...? Or maybe I need arcane? I really have no clue, I'm up for anything!
 

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SailorNash

Explorer
When you're short-handed, Bard is always the correct answer.

Druid would be my second choice, if the music theme rubs you the wrong way.

Both have healing, full casting, support, utility, melee capability (with Valor and Moon), and enough skills to get you by (more for Bard, more different for Druid).
 
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Grifter730

First Post
When you're short-handed, Bard is always the correct answer.

Druid would be my second choice, if the music theme rubs you the wrong way.

Both have healing, full casting, support, utility, melee capability (with Valor and Moon), and enough skills to get you by (more for Bard, more different for Druid).

Any specific bard or druid builds? I'm open to either one, but I know next to nothing about them. I'll check out the guides, but any pointers would be helpful :)
 

What would be the best build to play for a 2-people group? One character is a polearm paladin going vengeance. Since he'll be weak on range attacks and AoEs, I figure maybe I should play those strengths, but I'm really not sure. Maybe it should also be a good healer...? Or maybe I need arcane? I really have no clue, I'm up for anything!

Personally, I'd go Rogue 2/Bladesinger X in that situation (if your DM allows Bladesinger) if I could scrape up decent stats for it. You'll be a skillmonkey, a capable ranged attacker, a grappler when necessary, a backup melee tank (especially if you take Mobile and Booming Blade), the party scout, and the party wizard (intel specialist/summoner/Counterspeller/etc.). Essentially you're the Rogue/Wizard and he's the Fighter/Cleric, two halves of the classic four-man party.

Although Bladesinger is not mandatory. Given how good Cunning Action is in the dark, you have a wide latitude to try a different specialty like Abjuror or Necromancer instead, if it sounds fun to you. I picked Bladesinger because it's a nice generalist specialty which adds some movement and defense options to free your paladin up from having to worry about your safety.

SailorNash's suggestion of a Moon Druid is also good and would be my second choice, but I like the wizard spell list slightly better.

Any specific bard or druid builds? I'm open to either one, but I know next to nothing about them. I'll check out the guides, but any pointers would be helpful :)

One nice thing about Moon Druids is that they really don't require any "builds", they just work right out of the box. But if you want a specific suggestion, I'd say to get a good Con and a good Wisdom; take a variant human with the Mobile feat (and Thorn Whip cantrip, which works with Mobile and can be used in human form to protect the paladin without endangering the druid) and plan on taking Sentinel (to protect the paladin/do extra damage in Wildshape) and Resilient (Con) (so your spells don't go down in wildshape form) fairly soonish; get to know your wildshape forms including giant hyena, rhinoceros, and giant constrictor snake; and get to know your spell list including Entangle, Goodberry, Spike Growth, Barkskin*, Conjure Animals, Polymorph (into a Giant Ape or a T-Rex), and Conjure Elemental/Planar Binding. (Will need help from the Paladin to cast Magic Circle prior to any Planar Binding shenanigans with elementals though.) Between your twice-per-short rest wildshape forms and your per-long-rest spell list you should be able to kill anything you can't run from, and run from anything you can't kill.

Edit: BTW, I recently heard someone suggest Savage Attacker for a Moon Druid, and I have to admit that that feat would be less useless to a giant crocodile or a rhinoceros than to a mere human being, especially when combined with Sentinel (because it's once per turn, not once per round). My informal test (rolling ten Giant Crocodile hits for 3d10+5 each, with Savage Attacker on, twice) produced gains from Savage Attacker of 6 HP per round the first time and 1.8 HP per round the second time, so it's a DPR boost probably somewhere between +8% and +29%, to one of your two attacks. That's actually not terrible, if you have a feat to spare.

-Max


* Actually I'm not a huge fan of Barkskin normally, since Mage Armor is so much better for a Moon Druid (longer duration, no concentration, almost the same AC for many animals, only a 1st level spell) but you have no friendly wizard to do the casting. If you can get the paladin to take a level or two in Sorcerer then he can cast Mage Armor and you can cast Fog Cloud and then turn into an Anaconda (Giant Constrictor Snake) or Earth Elemental, with blindsense and tremorsense respectively, so that you get advantage to attack almost all your enemies and they have disadvantage to attack you back. But that doesn't work if you're spending your concentration on Barkskin.
 
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Coyote81

First Post
I would look into Warlock of the Tome 3/Lore Bard X Dex/Charisma based

You'd still be a skill monkey, especially if you take a street rat type background. Your character would be a seeker of knowledge (perhaps you pact with a feylord requires you to find some long lost secret) and you are ripe with stories of ages past and of legendary heroes.

This would let you cover healing/rogue like skills/ ranged damage via Eldritch Blast and using Bard Secret Magic pick and choose spells that neither of your characters will have access to normally.
 

Herobizkit

Adventurer
Not to be that guy, but if you Moon Druid 2 then go all Barbarian, you have a guy who, when he rages, can also shapeshift, which is both nifty and thematic.

But if you're going to "buddy cop" with the Paladin, Lore Bard's the way to go... unless you hate stressing over what to take for Lore spells, then Valor Bard.

Barbarian/Lore Bard is also nice, thematically.

Actually, any two of Barbarian/Druid/Bard will be delicious.
 

Not to be that guy, but if you Moon Druid 2 then go all Barbarian, you have a guy who, when he rages, can also shapeshift, which is both nifty and thematic.

Although not in the same turn, because they both cost a bonus action to activate. Doesn't invalidate the concept, but would be kind of annoying.
 



bid

First Post
Cha is well covered, so some Int/Wis class would be best. Vengeance pally is melee offensive, you'd better not be a squishie. And yes, covering range.

Wis
- bow with extra attack using Dex
-- ranger 5 with archery, gets goodberry for free
-- fighter 5 with archery
- cleric
-- nature 6 for dampen element
-- tempest 6 to push away those who attack you
-- war 3 for magic weapon

Int: (extending on hemlock's idea)
- cantrip attacks using Int
-- abjuration 2 for the ward
-- bladesinger 6 for extra attack and melee just in case
- utility
-- rogue 2 for expertise and cunning action
--- assassin 3 for advantage to scorching ray (but no crit)
-- fighter 1 for medium armor (Dex14 is enough)


So about 12 interesting combinations, enough for any taste. My favorites:
- EK 11 / nature 9 archer (3 ASI + SS + warcaster, 5th spells, 6th slot)
- abjuration 17 / rogue 2 / fighter 1 (4 ASI, 9th spells, 9th slot)
 
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