Luke Hector
First Post
Hi
It's been a while since I did DnD but the mates want to start an Adventurer's League game from Level 1 and carry it on for a bit. Sounds good to me, something that is episodic, modular and doesn't require me to commit every single session on pain of death and even allows me to DM sometimes.
But the hard part - designing a suitable character. Now I tend to play support roles and at first I was going to try a melee build fighter/paladin/cleric but now I know more about what the others are planning to be and that changes things. So far I'm told:
One will be a typical hard hitting barbarian.
One will be a monk. . . . . . . . god help him
One will be a rogue with a mix of sword melee and dagger ranged ability.
Note however that as we may take it in turns to DM, occasionally randoms may join or more than likely it will be 3 people and one DM, so some of those above roles aren't going to be present at times.
So that really leaves us a bit messed up in the spell casting department. Now I didn't want to do a wizard as it's too many spells to juggle, but divine casting I'm fine with. So naturally given my support nature a Cleric (or maybe a Paladin I won't rule that out if you have good ideas) sounds decent. But with them already filling up the melee roles pretty well my previous idea of a tank cleric doesn't seem that required now. It sounds like I need to be the ranged attacker whether by weapon or spell, but also provide some decent healing to the party without simply being a healbot who can do nothing but heal like previous editions of DnD have done (note I've not actually played a decent length game of 5e yet).
I've read through the guide and looked at Life, Nature and Light clerics, but where to go based on the group and Adventurer's League style, I don't know. I figured you guys would know more.
What ideas suggestions do you have for me to fill a support role that can heal reasonably in a group such as the above that is built up of mainly front-liners? Note I can't be bothered with anal levels of min-maxing when multiclassing is concerned, I want to make the best of the 20 levels in one class only. We start at Lvl 1 and work our way up, all normal and uncommon races allowed but none of the weird sourcebook stuff. And I believe feats are fine also.
My best guess initially is that I need to ignore STR/Melee and focus on Wis and Dex style builds. Be more agile and flashy with spells? I don't want to be the kind that always requires saving by the other party though. A little protection yes, but not like if I get looked at I'm going to die type thing.
Thanks!
It's been a while since I did DnD but the mates want to start an Adventurer's League game from Level 1 and carry it on for a bit. Sounds good to me, something that is episodic, modular and doesn't require me to commit every single session on pain of death and even allows me to DM sometimes.
But the hard part - designing a suitable character. Now I tend to play support roles and at first I was going to try a melee build fighter/paladin/cleric but now I know more about what the others are planning to be and that changes things. So far I'm told:
One will be a typical hard hitting barbarian.
One will be a monk. . . . . . . . god help him
One will be a rogue with a mix of sword melee and dagger ranged ability.
Note however that as we may take it in turns to DM, occasionally randoms may join or more than likely it will be 3 people and one DM, so some of those above roles aren't going to be present at times.
So that really leaves us a bit messed up in the spell casting department. Now I didn't want to do a wizard as it's too many spells to juggle, but divine casting I'm fine with. So naturally given my support nature a Cleric (or maybe a Paladin I won't rule that out if you have good ideas) sounds decent. But with them already filling up the melee roles pretty well my previous idea of a tank cleric doesn't seem that required now. It sounds like I need to be the ranged attacker whether by weapon or spell, but also provide some decent healing to the party without simply being a healbot who can do nothing but heal like previous editions of DnD have done (note I've not actually played a decent length game of 5e yet).
I've read through the guide and looked at Life, Nature and Light clerics, but where to go based on the group and Adventurer's League style, I don't know. I figured you guys would know more.
What ideas suggestions do you have for me to fill a support role that can heal reasonably in a group such as the above that is built up of mainly front-liners? Note I can't be bothered with anal levels of min-maxing when multiclassing is concerned, I want to make the best of the 20 levels in one class only. We start at Lvl 1 and work our way up, all normal and uncommon races allowed but none of the weird sourcebook stuff. And I believe feats are fine also.
My best guess initially is that I need to ignore STR/Melee and focus on Wis and Dex style builds. Be more agile and flashy with spells? I don't want to be the kind that always requires saving by the other party though. A little protection yes, but not like if I get looked at I'm going to die type thing.
Thanks!
Last edited: