D&D 5E Ideal Party Composition

So, the Rogue is great to have around due to their support ability, tons of handy utility skills, get you some extra avenues to achieve goals outside of combat and good combat support with a decent tank in the party.

The bard is a great addition, especially in larger groups because he can really give an edge where needed, variety of spells to fill in the blanks in the rest of the party, really useful to have around.

I placed Fighter so far down the list because they are great tanks but I prefer the barbarian, the Champion and Battle Master have a lot of great features for a large party that needs multiple tanks but the Battle Master in particular can help give the party an edge in large scale battles.

The Player list more has to do with a group dynamic that is a lot of fun to play with, I often play the tank in the games I participate in, and having no wizard stealing all my kills (our pulling my butt out of the fire when things get really dicey) is a lot more fun for me, Barbarian makes a great tank, Life Cleric keeps us alive, Bard has awesome aiding spells and abilities to really help a tank heavy party, and a Fighter eventually becoming an Eldritch Knight gives some of that attack power into the party when you really start to need it, in a larger party the Wizard becomes a great guy to have around, there's enough for him to do without killing the fun for the tanks, the rogue always adds some great skills and can really help level out a party. The Champion brings some bravado and brute force to a larger campaign that's always fun to start a tavern brawl with and the Druid brings a lot of useful spells and can actually carry himself/herself in battle without needing a baby sitter which is a bonus.

Very interesting. Thanks for the comment.
 

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Here is why I like the Paladin/Bard/Wizard combo. Paladins hit VERY hard against held creatures. The 13th level Paladin in my game with GWM hit a foe for roughly 80 slashing damage and 80-90 radiant damage last session. I think it was something like 12d6 + 45 + 20d8.
 

My 5E group currently only has three PC's: Tiefling Pact of the Tome Warlock; Half-Orc Tempest Cleric; and Human Duellist Fighter.

None of us can pick locks or disarm traps, but my warlock is stealthy enough to scout.

It's definitely not an ideal three-member party, but the DM is running a homebrew world; hopefully it doesn't have many trapped and/or locked objects! :D

What would be the "ideal" trio in 5E?
 

My 5E group currently only has three PC's: Tiefling Pact of the Tome Warlock; Half-Orc Tempest Cleric; and Human Duellist Fighter.

None of us can pick locks or disarm traps, but my warlock is stealthy enough to scout.

It's definitely not an ideal three-member party, but the DM is running a homebrew world; hopefully it doesn't have many trapped and/or locked objects! :D

What would be the "ideal" trio in 5E?

Currently in a trio Campaign, Ranger/Barbarian Dwarf, Half-Elf Fighter (Eldritch Knight) and a life Cleric Dragonborn. Working pretty well, traps are an issue though
 


My 5E group currently only has three PC's: Tiefling Pact of the Tome Warlock; Half-Orc Tempest Cleric; and Human Duellist Fighter.

None of us can pick locks or disarm traps, but my warlock is stealthy enough to scout.

It's definitely not an ideal three-member party, but the DM is running a homebrew world; hopefully it doesn't have many trapped and/or locked objects! :D

What would be the "ideal" trio in 5E?

The easiest fix would probably be to go with a fighter/ rogue, which would give you some more skill with traps. The fighter/ rogue can still be a force in combat, and sneak attack damage is a pretty sweet bonus if the DM permits flanking.

For a party of three made from scratch, I would make a fighter (champion), a cleric (light), and a ranger (hunter) who will multi-class as a rogue (thief).
 
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This is an off-shoot of the thread, but does anyone else have a suggestion for a themed eight-member party?

The League of Justice: An adventuring company of exceptional individuals who pursue quests of defense of the innocent and high ideals of Justice and Good versus the acquisition of wealth (for the most part).

Barbarian (Berserker), Aasimar or variant Human [DMG Aasimar seems more appropriate with refluffed innate magic to duplicate, say, heat vision, cold breath, and flying]
Paladin (Devotion), variant Human (female)
Fighter (Battlemaster), Human [with thieves tools and stealth profs]
Ranger (Hunter: Colossus Slayer, Dueling style), Half-[Aquatic]Elf [uses a trident in melee]
Rogue (Thief), Human
Wizard (Conjurer), Human
Druid (Moon), Dragonborn [the last of a fallen nation of good Green Dragonborn mystics, with resistance and breath weapon refluffed to psychic damage]
Monk (Elemental*), Human (female) [elemental damage refluffed to be sonic/thunder damage, "Fists of Unbroken Air" refluffed into a "scream", hails from the Monastic Order of the Black Cat ;)]

(Alternately/Additionally)
Ranger (Hunter: Horde Breaker, Archer style), Human
Wizard (Transmuter), Human, Female
change Battlemaster Fighter to Bard (Valor)
change Half-Elf Ranger to Half-Elf Fighter (Eldritch Knight, who fights with Trident)
 
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Archaeological Team (not really/necessarily something built for combat)

Cleric (Knowledge), leader of the expedition
Bard (Lore), expert of some aspect of what is being sought after (not necessarily same as the cleric)
Wizard (Diviner), expert & investigator, has an interest in some aspect of what's being sought after (not necessarily same as the cleric)
Cleric (Life), team medic/healer
Rogue (Thief), expert treasure hunter/trap disabler
Ranger (Hunter), guide & muscle/defense
Fighter (Champion), muscle/defense
Fighter (Eldritch Knight), Diviner's personal body guard/will aid in defense, not labor (unless ordered by the wizard).
 

The X-Team: outcasts, rebels, and vigilantes who have come together to become a force for the outcast and downtrodden, as well as one of the most effective commando and "special ops" forces that gold can buy. If you can find them, maybe you can enlist the aid of the X-Team.

Barbarian (Berserker), Dwarf, two-weapon fighter with adamantine short swords.
Fighter (Eldritch Knight), Human
Sorcerer (Homebrew [Air]Elemental Origin), Human (female)
Bard (Valor), Elf (DMG Eladrin, if used)
Rogue (Thief), Human (female)
Cleric (Light), Human
Warlock (Great Old One, Tome Pact), Human (female)
Fighter (Champion), Half-Orc

Alternately:
change Sorcerer to Tempest Cleric and Warlock to Sorcerer [Psychic Origin]
if using Eladrin, change Valor Bard to Monk (Open Hand)
 
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Paladin (Oath of Ancients).
Wizard (Conjurer)
Cleric (Trickster)
Monk (Way of Shadows).

Cleric provides most of the active buffs, including buffing the Monk's stealth. Paladin provides passive buffs and tanking. Wizard provides conjured troops and tye usual wizard antics.

Paladin (Ancients oath)
Wizard (conjurer)
Cleric (Trivkster)
Monk (Way of Shadows)
Ranger (Beastmaster)
Fighter (Battlemaster)

The above plus Rogue Arcane Trickster and Lore Bard.
 

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