lonewolf23k
Explorer
So, just saw a Bob the Worldbuilder video about the Caverns of Thracia adventure, and it got me thinking about how one would best simulate an "Old-School" dungeon crawl experience in D&D 5.5. And that means deciding which subclasses "fit" such an experience.
Here are my quick picks at a glance:
-Barbarian: Path of the Berzerker. It's the most stripped-down to basics version of the Barbarian. You're a big, beefy warrior who flips out and kills everything around you.
-Bard: College of Lore. Torn between the College of Lore for spellcasting focus, or College of Valor for the old-school sword-fighting "Tandem the Spoony" experience.
-Cleric: Life Domain. The essential Healing Cleric.
-Druid: Circle of the Moon. Lets you cast Cure Wounds even when Wild Shaped.
-Fighter: Either Champion for a Fighter who focuses on hitting hard with crits, or Battlemaster for a Fighter with a range of fighting moves.
-Monk: Warrior of the Open Fist. Most basic Kung Fu Fighting experience.
-Paladin: Oath of Devotion. The most Paladin-y of Paladin Subclasses.
-Ranger: Beast Master for the "Ranger with a Pet" angle, or Hunter for the "specializes in killing monsters" angle.
-Rogue: The Thief. You're going into dungeons, get the subclass that specializes in disarming traps.
-Sorcerer: Draconic Sorcery. You are a Blaster, pure and simple.
-Warlock: Fiendish Patron or Great Old One Patron. The Warlock really should feel dark and mysterious, and these two patrons fit the bill best.
-Wizard: Any of them work, really, although the Evoker best fits the spell-slinging combat wizard concept the best.
Bonus Round ~ Artificer: The Battle Smith wins this one for me. Best gear maker, and you get a nice combat robot sidekick.
What do you think of my picks? Do you agree or disagree?
Here are my quick picks at a glance:
-Barbarian: Path of the Berzerker. It's the most stripped-down to basics version of the Barbarian. You're a big, beefy warrior who flips out and kills everything around you.
-Bard: College of Lore. Torn between the College of Lore for spellcasting focus, or College of Valor for the old-school sword-fighting "Tandem the Spoony" experience.
-Cleric: Life Domain. The essential Healing Cleric.
-Druid: Circle of the Moon. Lets you cast Cure Wounds even when Wild Shaped.
-Fighter: Either Champion for a Fighter who focuses on hitting hard with crits, or Battlemaster for a Fighter with a range of fighting moves.
-Monk: Warrior of the Open Fist. Most basic Kung Fu Fighting experience.
-Paladin: Oath of Devotion. The most Paladin-y of Paladin Subclasses.
-Ranger: Beast Master for the "Ranger with a Pet" angle, or Hunter for the "specializes in killing monsters" angle.
-Rogue: The Thief. You're going into dungeons, get the subclass that specializes in disarming traps.
-Sorcerer: Draconic Sorcery. You are a Blaster, pure and simple.
-Warlock: Fiendish Patron or Great Old One Patron. The Warlock really should feel dark and mysterious, and these two patrons fit the bill best.
-Wizard: Any of them work, really, although the Evoker best fits the spell-slinging combat wizard concept the best.
Bonus Round ~ Artificer: The Battle Smith wins this one for me. Best gear maker, and you get a nice combat robot sidekick.
What do you think of my picks? Do you agree or disagree?







