Zardnaar
Legend
Previously I have mentioned a few things. Basically I have argued that martials should focus damage while spellcasters focus control.
Crunching numbers we couldn't cone up with a spellcaster that could consistently outdamage the meta martial builds for damage. Those builds are dual wielding and great weapon.
Sword and board deals less damage but you can still build an effective character. I would be leaning towards Paladins and Eldritch Knights for that. Its not all about white room DPR.
Most classes are good enough 1-10 or so. Theres 4 I wouldn't play 1-20 at least single classed. Theres some specific builds or subclasses I would play however.
As per usual I rate tier1 and 2 more important than tier 3 and 4. Realistically most games don't go that high. Hence my comments about wizard its been power crept out by better options at levels that matter imho. I like 2 ranger subclases but probably wouldn't do them single classed.
Classic party is fighter, cleric, rogue, wizard. An archer or jack of all trades makes a great 5th member. 5E the "archer" can be a warlock for example. Most classes now have expanded short rest options and the traditional short rest classes seem to get nova options. Smoothes out the long/short rest issues 5.0 had. Theres no perfect party as it depends on DM, campaign etc. So I'm not going to load up on most damage S tier builds. Party composition is more important.
Party 1. Short Rest 4 Members.
1 Monk (open hand, mercy)
1 Warlock (not a bladelock)
1 Fighter (any probably dex based)
1 Cleric. (Light or trickery)
Subclasses are not to important here. The brackets are what I would play personally. I like this party a lot. The cleric is there due to changes to prayer of healing.
With the right origin you can live without a rogue. Cleric and warlock cover utility and the Warlocks very versatile and front loaded first 5 or 6 levels. I would build this warlock leaning towards control a bit more. 1 invocation to roleplay as an archer.
New Monks also really good. A Fighter or rogue splash for 1 level is very tempting. Everyone is also happy with wanting short rests and cleric can enable a 10 minute one.
Party 2.
1 Paladin (striker build various ones)
1 Sorcerer (Dragon or Aberrant Mind)
1 Cleric (War) or Bard (glamour)
1 Fighter (Eldritch Knight).
This is a more long rest party. Dragon Sorcerer is hybrid striker/control or Aberrant Mind leaning towards control. Eldritch Knight would go intelligence based maybe charisma or wisdom . You're using shillagh and truestrike combo with a staff to topple. Add hex at level 4.
Party 3.
1 Barbarian (World tree)
1 Druid (circle of the sea)
1 Cleric (any)
1 Archer Fighter (battlemaster)
This is your tactical emanation squad. The battlemaster is there to shoot opponents prone. Prone+ spirit guardians reduces movement to zilch. Battlemasters one of the better archers.
The Druids there for summon spells that are emanations. Combined with wrath of the sea and truestrike/shillagh. The Barbarian is there to tank and be a barbarian and teleport opponents into emanating. More tactical and highlights 5.5 mechanics.
So there's a few ideas I woukd consider using in 5.5. They're generally powerful+ versatile, party synergy but good enough if a PC gets incapacitated, paralyzed etc. Due to power creep i don't think it matters to much on exact builds or party composition as long as the players have a basic understanding of D&D and don't build anti combos and things like a fighter with low strength and dexterity scores (truestrike/shillagh builds being an exception).
Crunching numbers we couldn't cone up with a spellcaster that could consistently outdamage the meta martial builds for damage. Those builds are dual wielding and great weapon.
Sword and board deals less damage but you can still build an effective character. I would be leaning towards Paladins and Eldritch Knights for that. Its not all about white room DPR.
Most classes are good enough 1-10 or so. Theres 4 I wouldn't play 1-20 at least single classed. Theres some specific builds or subclasses I would play however.
As per usual I rate tier1 and 2 more important than tier 3 and 4. Realistically most games don't go that high. Hence my comments about wizard its been power crept out by better options at levels that matter imho. I like 2 ranger subclases but probably wouldn't do them single classed.
Classic party is fighter, cleric, rogue, wizard. An archer or jack of all trades makes a great 5th member. 5E the "archer" can be a warlock for example. Most classes now have expanded short rest options and the traditional short rest classes seem to get nova options. Smoothes out the long/short rest issues 5.0 had. Theres no perfect party as it depends on DM, campaign etc. So I'm not going to load up on most damage S tier builds. Party composition is more important.
Party 1. Short Rest 4 Members.
1 Monk (open hand, mercy)
1 Warlock (not a bladelock)
1 Fighter (any probably dex based)
1 Cleric. (Light or trickery)
Subclasses are not to important here. The brackets are what I would play personally. I like this party a lot. The cleric is there due to changes to prayer of healing.
With the right origin you can live without a rogue. Cleric and warlock cover utility and the Warlocks very versatile and front loaded first 5 or 6 levels. I would build this warlock leaning towards control a bit more. 1 invocation to roleplay as an archer.
New Monks also really good. A Fighter or rogue splash for 1 level is very tempting. Everyone is also happy with wanting short rests and cleric can enable a 10 minute one.
Party 2.
1 Paladin (striker build various ones)
1 Sorcerer (Dragon or Aberrant Mind)
1 Cleric (War) or Bard (glamour)
1 Fighter (Eldritch Knight).
This is a more long rest party. Dragon Sorcerer is hybrid striker/control or Aberrant Mind leaning towards control. Eldritch Knight would go intelligence based maybe charisma or wisdom . You're using shillagh and truestrike combo with a staff to topple. Add hex at level 4.
Party 3.
1 Barbarian (World tree)
1 Druid (circle of the sea)
1 Cleric (any)
1 Archer Fighter (battlemaster)
This is your tactical emanation squad. The battlemaster is there to shoot opponents prone. Prone+ spirit guardians reduces movement to zilch. Battlemasters one of the better archers.
The Druids there for summon spells that are emanations. Combined with wrath of the sea and truestrike/shillagh. The Barbarian is there to tank and be a barbarian and teleport opponents into emanating. More tactical and highlights 5.5 mechanics.
So there's a few ideas I woukd consider using in 5.5. They're generally powerful+ versatile, party synergy but good enough if a PC gets incapacitated, paralyzed etc. Due to power creep i don't think it matters to much on exact builds or party composition as long as the players have a basic understanding of D&D and don't build anti combos and things like a fighter with low strength and dexterity scores (truestrike/shillagh builds being an exception).