D&D 5E What Am I In For With This Party?

iserith

Magic Wordsmith
My new campaign begins this Friday which includes fairly big set piece combats, a good amount of overland exploration, and a number of social interaction challenges set in a points of light setting. The PCs can vary from week to week as will the players. For the first session, we have the following 6th-level adventurers:


  • Human Archfey Warlock (Blade Pact) 3/Rogue (Swashbuckler) 3
  • Mountain Dwarf Paladin (Devotion)
  • High Elf Mystic (Immortal)
  • Half-Elf Wizard (Necromancer)
  • Half-Elf Bard (Lore)

None of the characters have feats or magic items. Standard array for stats. The players have a range of experience levels with D&D, but all are solid gamers who work well together.

How do you think this party works? What are the cool things they can do as a team? In other words: What am I in for with this party?
 

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Pretty magic heavy party, so should be a little more colourful combats, not just, "I attack the orc with my longsword," sorta stuff. The paladin and bard could be useful for party buffs.
 

I have no interest in psionics and only allow them in Dark Sun games, so I have not familiarized myself with the Mystic class. However, Unearthed Arcana material is often purposefully overpowered or underpowered. This would be a concern I'd have, and would probably warn the player.

Warlock multiclassing always makes me think of Devil's Sight/darkness cheese, so I'd be wary of that or some other potential cheesy combo the player has found. That said, I'm scratching my head about what someone can possibly do with Pact of the Blade, Archfey, and Swashbucker, other than probably go first or take some fairly stealthy combinations. I don't remember exactly what UA Eldritch Invocations were printed, however.

Party looks fairly weak in overland exploration, but that somewhat will depend on the backgrounds selected.

Devotion Paladin and Necromancer Wizard can easily result in intra-party conflict if played conventionally.

Party is fairly magic heavy, meaning creatures with Magic Resistance and good saves (e.g., Demons and Devils) may be more challenging to them, while packs of humanoids are likely to be less so (most magic spells are written to work well against humanoids).
 

Well, that poor paladin's gonna be taking quite a beating. I'm guessing hes gonna be using all his healing on himself (and some on the rogue)
 

Make sure you're keeping the game balanced around 6-8 encounters per long rest, or your lock/rogue is going to feel very weak compared to the rest of the group. You mentioned overland travel, which is what usually triggers the issue in the first place (one or more days pass between encounters).
 

Well, that poor paladin's gonna be taking quite a beating. I'm guessing hes gonna be using all his healing on himself (and some on the rogue)

On second thought, there's a decent chance that it's the swashbuckler that's gonna be soaking up all the healing. That's actually the way it is for my swashbuckling, breastplate-wearing gnome battlemaster. The paladin with his full plate and shield is significantly longer lasting. What keeps me from soaking up his lay on hands is my second wind and lots of superiority dice spent to Parry.*

Your warlock swashbuckler doesn't have any of that damage mitigation, as far as I can tell.



*Also, as mentioned by [MENTION=6801554]discosoc[/MENTION], the warlock swashbuckler looks like the only one in the party with mostly short rest refresh features. He may be outvoted on resting if the group is the sort to push on with disdain for the concept of the 5 minute workday. My group is rather like that - and I'm rather glad that my paladin teammate is also a warlock so that half the group has a need to take a lunch break.
 

  • Human Archfey Warlock (Blade Pact) 3/Rogue (Swashbuckler) 3
  • Mountain Dwarf Paladin (Devotion)
  • High Elf Mystic (Immortal)
  • Half-Elf Wizard (Necromancer)
  • Half-Elf Bard (Lore)
How do you think this party works? What are the cool things they can do as a team? In other words: What am I in for with this party?

Maybe it's the pessimist in me, but all I see is infighting: racial and professional. The elf doesn't like the dwarf, and the human sees the half-elves as half-breeds. Then the rogue of three levels is intimidated by the bard of six levels, the wizard makes the other magicians feel inferior, and the paladin wants to knock all their heads in for being less than perfect. But that's only if they're decent role-players.

On the other hand, if they're all from Sigil, you'll be just fine! :angel:
 

Not sure if I should actually be here, as I am one of the players, but I have some answers.

I have no interest in psionics and only allow them in Dark Sun games, so I have not familiarized myself with the Mystic class. However, Unearthed Arcana material is often purposefully overpowered or underpowered. This would be a concern I'd have, and would probably warn the player.

Warlock multiclassing always makes me think of Devil's Sight/darkness cheese, so I'd be wary of that or some other potential cheesy combo the player has found. That said, I'm scratching my head about what someone can possibly do with Pact of the Blade, Archfey, and Swashbucker, other than probably go first or take some fairly stealthy combinations. I don't remember exactly what UA Eldritch Invocations were printed, however.

Party looks fairly weak in overland exploration, but that somewhat will depend on the backgrounds selected.

Devotion Paladin and Necromancer Wizard can easily result in intra-party conflict if played conventionally.

Party is fairly magic heavy, meaning creatures with Magic Resistance and good saves (e.g., Demons and Devils) may be more challenging to them, while packs of humanoids are likely to be less so (most magic spells are written to work well against humanoids).

Hiya, Mr. Warlock here. Archfey is for a change of pace, as both of my previous Warlocks were Undying. Swashbuckler and Bladelock both key off of Dex and Cha, so I am not sacrificing points to be MAD. I will be a decent striker, since I only need to be within 5 feet of my target, and alone with said victim, to get sneak attack, then I can pull out without issue. My only invocation from UA is Green Lords Gift, so all the healing I get is maximized, to reduce some of my squishyness. Also, Feylock will give me a decent escape option, in a couple of levels IIRC, so I can mitigate even more damage. I will admit though, my AC is on the low end at 14. If it becomes a real issue, I will be swapping out my Fiendish Vigor Invocation for Armor of shadows. Also, by the glorious gift of the DM, I am packing the Elixir spell from the new UA, replacing a spell that didn't fit my character anyway, so I will be able to assist in either healing myself, or healing others. I will be dual wielding a Short sword and "Cutlass"(Scimitar as my Blade pact weapon), giving me decent number of attacks, and some handy riders. Lastly, if I find we are severely lacking in range and/or damage, I can grab another UA invocation as Feylock to summon a Bow as my pact weapon, and deal some nice damage with it (at the cost of spell slots.) That pretty much lays out my strategy for playing him.

Maybe it's the pessimist in me, but all I see is infighting: racial and professional. The elf doesn't like the dwarf, and the human sees the half-elves as half-breeds. Then the rogue of three levels is intimidated by the bard of six levels, the wizard makes the other magicians feel inferior, and the paladin wants to knock all their heads in for being less than perfect. But that's only if they're decent role-players.

On the other hand, if they're all from Sigil, you'll be just fine! :angel:

Human here, and no worries. I am a Pirate, so I have crewed with a whole melting pot of folks. No racism to be found, unless "Stupid" is considered a race. Paladin will hopefully be cool with my Pirate, as I am on a mission for Davy Jones to save as many people on land as possible, so that they can die at sea eventually. As far as the party will see, I will be Chaotic Good, doing anything possible to save as many people as I can. I might even throw myself away to save someone, if I think they will save more people than me. My souls' continued not-tortured-in-hell state relies on me pleasing Jones, so There is little I won't do to complete his mission.
 

Human warlock/rogue? I predict 99,99% of devil sight+darkness combo :D :D

As all other said pretty magic heavy combo. If they combine spells know to have buffs as well as attack spells they could have solution to almost every situation.

Wizard could raise some cannon fodder skeletons to help paladin tank the damage.

Bard can be good healer. Especialy if he adds 1 level of life cleric. heavy armor+boosted aura of vitality? Nice.
 


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