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<blockquote data-quote="FrogReaver" data-source="post: 9499549" data-attributes="member: 6795602"><p>A few thoughts.</p><p></p><p>champion has advantage to initiative with alert background feat can let casters (or anyone else) go first in place of him. With a good caster player this can be game changing. Can also couple this with protection fighting style as his 2nd fighting style to protect the casters concentration on turn 1. </p><p></p><p>Battlemaster with sentinel and precision attack makes a really nice tank, since you rarely miss your opportunity attacks and enemies have a hard time moving away from you. Also commanders strike is really nice with high damage attack pc like a rogue. </p><p></p><p>Less subclass, but barbarian with a maul and topple mastery and reckless attack will have an excellent chance of causing a prone every turn.</p><p></p><p>Wildheart can give allies advantage easily. </p><p></p><p>War domain cleric can use channel divinity to help allies hit. Along with no concentration shield of faith on an ally at level 6. Also crusaders mantle is an amazing buff in the right party and getting it is a subclass feature of war cleric. </p><p></p><p>Eldritch knight at the very least can get magic initiate Druid as a background feat and take goodberry and precast them with slots right before long rest. Theres probably some better spell options to help the party as well. </p><p></p><p>Hand of harm monk can inflict poison starting at level 6. Poison is a potent debuff. And this is no save. Poison also combos really well with summon undead putrid option for paralysis. </p><p></p><p>Open hand can cause topple on failed dex save with no size restriction. Really good. Monks in general also make good grappler feat users to grapple enemies the party has proned. </p><p></p><p>Shadow monks darkness can impact line of sight against opposing spell casters. Many spells cannot be cast where you cannot see. </p><p></p><p>Also, all monks obviously get stunning strike. </p><p></p><p>All rogues can poison starting at level 5 by giving up 1d6 sneak attack. Often this will be a great trade off. But it is a con save. </p><p></p><p>Assassain rogues can get alert and advantage to initiative so they also make good candidates for allowing casters to go ahead of them.</p><p></p><p>Beastmaster ranger adds another body to the battlefield. Can block doors, can get opportunity attacks. Synergies well with command flee, dissonant whispers and all that.</p><p></p><p>Hunter rangers get a level 7 ability for disadvantage to OA’s. Hunter himself trigger enemy OA’s allowing other allies to freely move since enemies only have a single reaction. Even better if you use magic initiate wizard to add shield spell to the ranger. </p><p></p><p>Great old one warlock can give disadvantage to saving throws with hex at level 10. Must choose the ability but is usually fairly obvious what’s good to target and what your casters can easily target.</p><p></p><p>Evoked Wizard for party friendly fireballs is soo nice. </p><p></p><p>Sorcerer can do similar with careful spell.</p><p></p><p>One other really good general purpose combo vs casters is to have one pc grapple them and then the other cast silence on them. Also works with sentinel and world tree barbarian.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9499549, member: 6795602"] A few thoughts. champion has advantage to initiative with alert background feat can let casters (or anyone else) go first in place of him. With a good caster player this can be game changing. Can also couple this with protection fighting style as his 2nd fighting style to protect the casters concentration on turn 1. Battlemaster with sentinel and precision attack makes a really nice tank, since you rarely miss your opportunity attacks and enemies have a hard time moving away from you. Also commanders strike is really nice with high damage attack pc like a rogue. Less subclass, but barbarian with a maul and topple mastery and reckless attack will have an excellent chance of causing a prone every turn. Wildheart can give allies advantage easily. War domain cleric can use channel divinity to help allies hit. Along with no concentration shield of faith on an ally at level 6. Also crusaders mantle is an amazing buff in the right party and getting it is a subclass feature of war cleric. Eldritch knight at the very least can get magic initiate Druid as a background feat and take goodberry and precast them with slots right before long rest. Theres probably some better spell options to help the party as well. Hand of harm monk can inflict poison starting at level 6. Poison is a potent debuff. And this is no save. Poison also combos really well with summon undead putrid option for paralysis. Open hand can cause topple on failed dex save with no size restriction. Really good. Monks in general also make good grappler feat users to grapple enemies the party has proned. Shadow monks darkness can impact line of sight against opposing spell casters. Many spells cannot be cast where you cannot see. Also, all monks obviously get stunning strike. All rogues can poison starting at level 5 by giving up 1d6 sneak attack. Often this will be a great trade off. But it is a con save. Assassain rogues can get alert and advantage to initiative so they also make good candidates for allowing casters to go ahead of them. Beastmaster ranger adds another body to the battlefield. Can block doors, can get opportunity attacks. Synergies well with command flee, dissonant whispers and all that. Hunter rangers get a level 7 ability for disadvantage to OA’s. Hunter himself trigger enemy OA’s allowing other allies to freely move since enemies only have a single reaction. Even better if you use magic initiate wizard to add shield spell to the ranger. Great old one warlock can give disadvantage to saving throws with hex at level 10. Must choose the ability but is usually fairly obvious what’s good to target and what your casters can easily target. Evoked Wizard for party friendly fireballs is soo nice. Sorcerer can do similar with careful spell. One other really good general purpose combo vs casters is to have one pc grapple them and then the other cast silence on them. Also works with sentinel and world tree barbarian. [/QUOTE]
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