• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Creating PC for level 12 campaign

Michael Ramsey

First Post
So, a friend is going to run a higher level 5e game (level 12).

It is kind of a conversion from Pathfinder, in that we are 'remaking' versions of the characters we played in Pathfinder, now in 5e.

So, the party so far is an elf Druid (circle of the moon), Gnome sword/board Champion Fighter, Half-elf Thief Rogue, and a Sorcerer.

I had played a polearm fighter type and bard in the Pathfinder game, but I am not certain either has a place with two full-level casters already, and two capable melee types.

So, any thoughts on if I should remake one of my characters I had played, or just bring in something else that might fight the party dynamic better?
 

log in or register to remove this ad


Horwath

Legend
why not?

battlemaster with polearm master, greatweapon master and sentinel feats would be great addition. and still get 18 str.
 



zaratan

First Post
If the rogue use melee weapon, I would do a archer, mixing your old classes.

battlemaster fighter 6/ lore bard 6
-shapeshooter
-crossbow expert (optional)
 

CapnZapp

Legend
So, a friend is going to run a higher level 5e game (level 12).

It is kind of a conversion from Pathfinder, in that we are 'remaking' versions of the characters we played in Pathfinder, now in 5e.

So, the party so far is an elf Druid (circle of the moon), Gnome sword/board Champion Fighter, Half-elf Thief Rogue, and a Sorcerer.

I had played a polearm fighter type and bard in the Pathfinder game, but I am not certain either has a place with two full-level casters already, and two capable melee types.

So, any thoughts on if I should remake one of my characters I had played, or just bring in something else that might fight the party dynamic better?

May I first ask if there's any particular reason you get to choose character archetype last?

Asking because it does happen we get this kind of question and it turns out the poster is resentful about not having a free choice, or a bit too eager to please the group to put his or her own needs and want first, or something like that.

Feel free to impatiently wave my question aside - I just wanted to put the blunt question out there right away, saving us a lot of time if there's anything relevant to it.
 

Michael Ramsey

First Post
May I first ask if there's any particular reason you get to choose character archetype last?

Asking because it does happen we get this kind of question and it turns out the poster is resentful about not having a free choice, or a bit too eager to please the group to put his or her own needs and want first, or something like that.

Feel free to impatiently wave my question aside - I just wanted to put the blunt question out there right away, saving us a lot of time if there's anything relevant to it.

It happens that I am just too accommodating I guess...

The DM keeps telling me- just play what I want and he will work with it. I just don't like feeling redundant.
 

CapnZapp

Legend
So, a friend is going to run a higher level 5e game (level 12).

It is kind of a conversion from Pathfinder, in that we are 'remaking' versions of the characters we played in Pathfinder, now in 5e.

So, the party so far is an elf Druid (circle of the moon), Gnome sword/board Champion Fighter, Half-elf Thief Rogue, and a Sorcerer.

I had played a polearm fighter type and bard in the Pathfinder game, but I am not certain either has a place with two full-level casters already, and two capable melee types.

So, any thoughts on if I should remake one of my characters I had played, or just bring in something else that might fight the party dynamic better?
5th edition is very unlike d20/Pathfinder in what a party "needs".

First off, fighter(y) types are very effective and much less limited than in previous editions. In fact, I would say they're the stars this time around, with spellcasters playing the "specialist" roles. (Which is quite the opposite of d20/PF!)

Secondly, spellcasters are much less essential than before. The whole buff game is gone. The scry and teleport assault method gone. Adventures which absolutely require you to cast a certain spell or suffer significant discomfort are gone.

Thirdly, the role of "combat medic" is greatly downplayed by several tweaks. Unlike d20 it's quite realistic to have a party with no strong combat healing - and characters have lots of rebound power during rests.

So there's absolutely nothing wrong with you adding a third fighter(y) character to the group.

You could go with several choices that are quite distinct from the druid and the champion.

You could go Paladin for some seriously impressive tricks, although you've already got a Rogue and you might not want to steal his Face role, if he has it.

A Barbarian (Bear Totem) will have stellar staying power and will give your fighters a serious run for their money in the title for combat monster.

A Battlemaster Fighter can add a few tricks the enemies will find very annoying. Is your Rogue a ranged fighter? If not, make it an archer?

Or you could go gish: the simple approach is Eldritch Knight, while a power play is Paladin/Bladesinger.

In the end, though, choose whatever you find fun.

This edition is "old school" in the way you can have two sword/board fighters and both feel useful!
 

Michael Ramsey

First Post
5th edition is very unlike d20/Pathfinder in what a party "needs".

First off, fighter(y) types are very effective and much less limited than in previous editions. In fact, I would say they're the stars this time around, with spellcasters playing the "specialist" roles. (Which is quite the opposite of d20/PF!)

Secondly, spellcasters are much less essential than before. The whole buff game is gone. The scry and teleport assault method gone. Adventures which absolutely require you to cast a certain spell or suffer significant discomfort are gone.

Thirdly, the role of "combat medic" is greatly downplayed by several tweaks. Unlike d20 it's quite realistic to have a party with no strong combat healing - and characters have lots of rebound power during rests.

So there's absolutely nothing wrong with you adding a third fighter(y) character to the group.

You could go with several choices that are quite distinct from the druid and the champion.

You could go Paladin for some seriously impressive tricks, although you've already got a Rogue and you might not want to steal his Face role, if he has it.

A Barbarian (Bear Totem) will have stellar staying power and will give your fighters a serious run for their money in the title for combat monster.

A Battlemaster Fighter can add a few tricks the enemies will find very annoying. Is your Rogue a ranged fighter? If not, make it an archer?

Or you could go gish: the simple approach is Eldritch Knight, while a power play is Paladin/Bladesinger.

In the end, though, choose whatever you find fun.

This edition is "old school" in the way you can have two sword/board fighters and both feel useful!


I understand what you are saying. I actually have been running it for some time now, but have not played yet.

Yeah I will go with what I want to have fun with.

Thank you sir.
 

Remove ads

Top