D&D General Favorite builds for noobs?

Wedgers

First Post
I’m new to the game. Trying out first character as a grave cleric. However I’ve also been invited to another party and will prob build another for that party (unless it’s common to use your same character in simultaneous campaigns?).

What are some of your favorite setups that could be a little more noob friendly for me to try?
 

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Easiest: Fighter, Barbarian, Rogue - they do one thing and dont need much else, mistakes dont matter
Easy: Paladin, Monk - they add a bit of spice, but are easy enough to track.
Moderate: Ranger, Warlock, Cleric, Bard - this is where making decisions starts
Complex: Scorcerer, Druid - needs understanding of game mechanics or you will be punished for bad choices
Hard: Wizard - too much complexity and too easy to make bad choices
 
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2nd the thought on Fighter, Barbarian and Rogue. Most of us have seen enough shows/movies that feature characters that stab, bash and sneak to quickly grasp the concept and imagine doing that in the middle of a game session.

Primary spell casters are fun to play but require additional homework to learn about spell lists, areas of effects and such. You don't want to be 'that player' that is delaying the game while trying to figure out which spell to cast and how to lay it out to hit enemies while not hitting friends. Always ready cantrips have lessened this problem somewhat but I suggest getting the game basics down first then branching into spell casters.

Once you have the basics down, see if you can either multi class into something else or swap in a new and different character to broaden your experience. Often a party will form and be missing some character type(s).
 

I would find out what the starting scenario was for the campaign and then make a character that was directly related to it. That way my PC was always going to have a front row seat to all the action that the DM was preparing for. Then I'd choose the class and species that would lend itself best to that situation.
 

@Wedgers first, welcome to the boards.

Traditionally over the editions, the fighter was the 'starting' PC. They were easy to build and had one thing to do which was a basic attack. They were tougher with more HP and everyone could think of an example from movies or history and such. Newer editions have more choices and complexity, but the basic fighter still is the easiest and barbarians and rogues like what others said above are rather easy as well.

There are some tricks you can do that help smooth things out in running characters. I was playing a cleric at the local convention recently and most people have table tents with the character that shows a name and race and generally the AC or a picture for everyone to see and the DM can see the AC. I made small clothespins labeled with the spells and the channel divinity uses I had for the day. When I cast a spell, I took a pin away. It was easy to track and everyone could see how many spells I had. There is also cards you can use. I made cards for spells before, but also powers like rage, second wind, or action surge. The player sees the card to know he can use it and just flips it over when used. It helps over just trying to read a line of the sheet when looking for the big things.
 

I guess you are talking about Dungeons and dragons 5th edition (or 5.5) the newest version.


Because in other versions this is different.


5E: Simple martials:​



In 5e unfortunately, all the simple characters are the "martial" characters so people attacking with weapons not spells.


I also get sometimes a bit the feeling that more experienced players try to make new people into thr "tanks"/ frontlane for them to be able to play the more interesting (snd stronger) casters, but being in the front lane is dangerous... Thats why for 5e I would recommend:

Archer Fighter​


You are dexterity based, which makes you instantly better with non combat parts (dexterity has better and more) skills ans you are more flexible because you can do range really well, but still are fine in melee.


Fighting style Archery, shortbow as your weapon.

For weapon masteries shortbow, some melee weapon(s) with finesse, and (maybe) longbow.


At level 3 for classes you can pick battlemaster, or also rune rune knight depending on how ok you are at that point with complexity.


Older edition​

If you mean D&D general, my fsvorite beginner character still is from 4th edition D&D the elementalist sorcerer. Because many beginners want to play spellcasters and this one is simple.

You can choose your element, you can choose an area spell and get 1 single target spell and are an efficient non squishy caster, which can empower their spells limited number of time.
 

I would find out what the starting scenario was for the campaign and then make a character that was directly related to it. That way my PC was always going to have a front row seat to all the action that the DM was preparing for. Then I'd choose the class and species that would lend itself best to that situation.
Noob remember - even if the DM tells them that the starting scenario is going to be 'lots of exploration, investigation and infiltrating an enemy stronghold" its unlikely a noob is going to know the mechanics well enough to create the best class and species mix for that specific game.
 

Noob remember - even if the DM tells them that the starting scenario is going to be 'lots of exploration, investigation and infiltrating an enemy stronghold" its unlikely a noob is going to know the mechanics well enough to create the best class and species mix for that specific game.
True, but my real point is that if you build a character to the scenario and background of the campaign, the class and species will sort themselves out.

If the scenario given by the DM for the game is "guards protecting a caravan heading to an elven enclave"... it won't do a whole lot of good for that new player to get involved if they decided to play a Hobgoblin Great Old One warlock because they were told it was the "best build".

My own opinion obviously... but I believe making characters that best fit the scenario the DM gives you makes things much easier to play and keep you more involved than just worrying about the "build".
 

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