Jessica
First Post
I'm a long time 5e player and I'm having a bit of a block in picking my class to take past level 4 in Adventurers League. My last two characters were a level 7 Human Land Druid in HotDQ and then a level 7 High Elf Necromancer in PotA. I've been bouncing between classes and I'm currently a level 3 Tiefling Necromancer atm. I want to change because A) I've already done a relatively high level Necro and I don't really feel like doing the same thing over again and B) my best friend who is playing a Wood Elf Ranger keeps getting wrecked nearly every combat due to various reasons(no healing, enemies beating us on initiative always seeming to wreck our low AC Ranger, a significant lack of frontline to the point that our Warlock is rerolling Paladin). Admittedly, we are moving in about 3 to 4 weeks so our AL group is going to change drastically soon so we can't rely on knowing what our party make up is for too much longer. But basically here is what I was looking for in a character:
-A character that synergizes well with an archery Hunter Ranger(whether through CC, healing, tanking, peeling, buffing, whatever so that my friend doesn't spend all combat face down in the muck and can instead run and gun enemies)
-A character that has a deep well of resources to draw from that enables a lot of player agency, options, and dynamic gameplay throughout the day(which often comes in the form of being a full caster but doesn't necessarily have to be a full caster)
-A character that will rarely ever be performing the exact same action from round to round
-Preferably one of my favorite races(Dwarf, High Elf, or Tiefling), although I understand a feat is often needed to make certain concepts even function in the first place.
I'd like to stay away from a Land Druid because that is what I played season 1 and for much the same reason I'd prefer to stay away from a Necromancer(also Necromancers are a logistical nightmare). Generally speaking I've been skittish about touching a Cleric because the domain spells look like a band-aid over a bland spell list(unless I absolutely know I will be making HUGE use of all those spells). I tend to be a fan of summoning spells, what I sometimes colloquially refer to as f***-u-get-rekt spells(i.e. HARD control spells that make someone possibly lose multiple turns at a time and granting advantage/crits to people who attack them), and utility spells. I almost always find a way to make it so a character has multiple at-will options because it usually requires a reasonably high level where you have enough spells/resources where every round you do something other than a cantrip/basic attack in combat although I managed to survive with my High Elf Necromancer in PotA from level 1 all the way until I hit level 5 by just shooting things with a long bow for 1d8+3 damage(since it far surpassed my cantrips in damage at that point). Any suggestions?
-A character that synergizes well with an archery Hunter Ranger(whether through CC, healing, tanking, peeling, buffing, whatever so that my friend doesn't spend all combat face down in the muck and can instead run and gun enemies)
-A character that has a deep well of resources to draw from that enables a lot of player agency, options, and dynamic gameplay throughout the day(which often comes in the form of being a full caster but doesn't necessarily have to be a full caster)
-A character that will rarely ever be performing the exact same action from round to round
-Preferably one of my favorite races(Dwarf, High Elf, or Tiefling), although I understand a feat is often needed to make certain concepts even function in the first place.
I'd like to stay away from a Land Druid because that is what I played season 1 and for much the same reason I'd prefer to stay away from a Necromancer(also Necromancers are a logistical nightmare). Generally speaking I've been skittish about touching a Cleric because the domain spells look like a band-aid over a bland spell list(unless I absolutely know I will be making HUGE use of all those spells). I tend to be a fan of summoning spells, what I sometimes colloquially refer to as f***-u-get-rekt spells(i.e. HARD control spells that make someone possibly lose multiple turns at a time and granting advantage/crits to people who attack them), and utility spells. I almost always find a way to make it so a character has multiple at-will options because it usually requires a reasonably high level where you have enough spells/resources where every round you do something other than a cantrip/basic attack in combat although I managed to survive with my High Elf Necromancer in PotA from level 1 all the way until I hit level 5 by just shooting things with a long bow for 1d8+3 damage(since it far surpassed my cantrips in damage at that point). Any suggestions?
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