D&D 5E Ideal Party Composition

Some feel rogues are still needed to find and remove traps, others feel everyone can do that so they aren't needed anymore.

I'm a fan of Grimtooth. Rogues are so very, very much needed.

After the first time you've been in a room that sealed, filled halfway with water, and then started constantly applying reverse gravity effects to itself... you keep a rogue along to deal with traps.
 

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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).

This is really original and awesome. Thank you for all the ideas.
 

I'm a fan of Grimtooth. Rogues are so very, very much needed.

After the first time you've been in a room that sealed, filled halfway with water, and then started constantly applying reverse gravity effects to itself... you keep a rogue along to deal with traps.

I know the kind. The most powerful PC ever in my campaigns was only killed once, and that was by a trap. He eventually became epic level and made the likes of pit fiends afraid of him, but a trap can get anyone. They went through their whole campaign without a thief, and no one could disarm traps at all, because they had to exile the thief for stealing from the party early on and they never replaced him.
 
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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?

Relic Hunters
A party sent out to recover the items, wonderous items and eventually relics of great evil to have them locked away to prevent great evil from gaining power once more (or some such).

Cleric (Knowledge)
Paladin (Oath of the Ancients)
Warlock (Great Old One)
Monk (Way of Shadow [Criminal Background])
Fighter (Eldritch Knight)
Bard (College of Lore)
Wizard (Abjuration)
Paladin (Oath of Vengence)

A quick idea for the campaign setting is: Warlock is given this mission, rounds up the rest of the party, they can fight many groups planning on using magic tools to wreak a terrible will on the area and they roll in to save the day, as they grow more powerful they are guided to more and more rare and legendary treasures (that they are compelled not to use by the very evil nature of all the objects), after accumulating a certain amount maybe the Great Old One betrays them and has his other Warlocks and their companions raid the stash while the party is out on a quest, giving you powerful parties to hunt down and whether or not these things should be destroyed and the Warlock can try to determine if he was mislead or if he should break his pact! Character crisis!
 

I'm setting up our first 5E campaign and had a tough time getting everyone to pick roles which didn't stand on another player's toes. Mrs meomwt was planning on taking a Trickery Cleric with the Urchin background, essentially creating a Rogue/ Cleric (but without the Sneak Attack to discourage naughty combat encounters). Then someone else wanted to build a Warlock with the same background which would have caused no end of upset, then another player waded in wanting to play full-blown rogue.

We started from scratch and now have a party which might be useful:
Forest Gnome Wizard, Sage background (I'm guessing Illusionist, eventually)
Human Fiend Pact Warlock (Pact uncertain), Bounty Hunter Background (slightly modified from the playtest)
Human Diplomacy Cleric, Noble background (will be the face of the party)
Half-Elf Rogue (probably Thief), Charlatan background
Human Fighter, soldier background (archetype unknown).

There may be a Monk joining them, not sure if we are getting another player or not yet. They lack a decent ranged combatant, but other than that seem to have the majority of the bases covered.
 

Monster Hunters

This party specializes in clearing outdoor areas that have been infested with monsters and other dangerous foes. They are frequently employed to clear ruins and wild lands to make it safe for settlers or some special work, such as archaeology.

Barbarian (Totem Warrior)
Bard (Valor)
Cleric (Life)
Fighter (Eldritch Knight)
Paladin (Oath of the Ancients)
Ranger (Hunter), archery and colossus slayer
Ranger (Hunter), archery and horde breaker
Ranger (Hunter), two-weapon fighting and giant killer
 

What classes would make the best ideal party composition? Assuming for four, six, and eight players. Traditionally, the core four would make the most ideal for a four member party. Is this still true in 5th Edition? (I.e. the core four of fighter, rogue, cleric, and wizard.) For six players, what are the next two best choices? And for eight?

My idea of ideal groups would be:


4-PC Team:

Lore Bard
Ancients Paladin
Arcane Trickster
Hunter Ranger

The general idea in the group is to cover as much as possible with as few characters as possible. This gives us very strong skill allocation with wilderness, scouting and traps, and social aspects. The paladin is for the auras and addition healing plus buffs on a solid melee class. Lore bard is the healer, adds bardic inspiration and cutting words, and controlling effects. Arcane trickster because it is possible to cover traps and opening locks on any character but a rogue is still the best at it and that can be crucial; the subclass choice was for additional useful spell options. Hunter rangers can provide area and range damage, and the awesome pass-without-trace to go with strong early damage and stealth. All 4 characters are spell casters for variety and having 2 characters with expertise gets a wider variety of high skill checks faster. EDIT: Heck, the ranger could pass without trace the party and the bard could cast invisibility from an 5th level slot to cover the group for strong stealth regardless of proficiencies and ability scores.


6-PC Team:

Lore Bard
Ancients Paladin
Arcane Trickster
Hunter Ranger
Battlemaster
Totem Barbarian

Adding the fighter and barbarian is pretty much a damage ploy. I like wolf totem abilities for easy access to advantage on attacks and trips, and it's hard to say no to fighter damage and maneuver bonuses. With 2 classes that can heal effectively and more potential in 6 classes to have healer and/or inspiring leader healing still isn't stretched.


8-PC Team:

Lore Bard
Ancients Paladin
Arcane Trickster
Hunter Ranger
Battlemaster
Totem Barbarian
Dragon Sorcerer
Life Cleric

Adding the cleric and sorcerer for big effects. The group is getting larger so running the life cleric for primary healing with buffs opens up different buffs for the paladin (like crusader's mantle instead of bless). The sorcerer for additional and more effective area artillery, and more controlling effects so the bard doesn't need to double duty so much with all 3 spell casters. The group still covers a lot of versatility, offensive and defensive buffs, control, skills, and healing; and high damage.


I would also go for the seekers of knowledge / archeologist theme with a group:

Lore bard
Valor bard
Knowledge cleric
Ancients paladin
Elemental monk
GOO Tome Pact warlock
Diviner wizard
Transmuter wizard

I probably wouldn't go with 8 PC's but that was stretching it out. Lore bard, knowledge cleric, goo tome pact warlock, and diviner wizard seem the most likely knowledge seekers.
 
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I love groups created surrounding a theme, were all characters have something in common.
For a nature-oriented group (likely based in the Moonshae Isles in the Forgotten Realms) I made the following group:

Human druid (circle of the land)
Eladrin warlock (fey pact) (the Llewyrr elves are more like eladrin than elves)
Human bard (valor)
Human ranger (beast master)

For a six-player group I'd add:

Eladrin (or half-elf) paladin (oath of the ancients)
Human fighter (battle master)
 

2 Person
Oathbreaker Paladin and Necromancer Wizard.

4 Person
Ancestral Guardian Barbarian with Shield Master
Conquest Paladin that dips two levels of Hexblade Warlock
Arcane Trickster Rogue that dips two levels of War Magic Wizard
Lore Bard that dips two levels of Hexblade Warlock

6 Person
Ancestral Guardian Barbarian with Shield Master
Conquest Paladin that dips two levels of Hexblade Warlock
Cavalier Fighter with Polearm Master
Arcane Trickster Rogue that dips two levels of War Magic Wizard
Lore Bard that dips two levels of Hexblade Warlock
Abjuration Wizard that dips one level of Forge Cleric

8 Person
Ancestral Guardian Barbarian with Shield Master
Conquest Paladin that dips two levels of Hexblade Warlock
Cavalier Fighter with Polearm Master
Arcane Trickster Rogue that dips two levels of War Magic Wizard
Eldritch Knight Fighter with Sharpshooter
Lore Bard that dips two levels of Hexblade Warlock
Shepherd Druid
Abjuration Wizard that dips one level of Forge Cleric
 


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