D&D 5E what would you play?

I wouldn't mind it, but I'm not sure some of the other players in the group would let me - there's a doctor and two lawyers in the group, and they tend to be quite vocal about things, so it can be hard to get a word in edgewise at the table sometimes. :/

...Yeah, IME paladins tend to be best in parties that accept their leadership skills. But hey, at least if you're playing the tank you can argue that they'd better listen to your input given that you're the one keeping the monsters off their backs long enough so they can do their casting thing.

...In other words, casters be squishy.

...If you do go the Eldritch Fighter route, look at the War Caster feat.
 
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Cool. So maybe I'm on the right track then. The problem is that I'm not sure I'd enjoy a straight tank, which is why I was thinking of MCing into bard or warlock to get some more skills and stuff.
My go-to for a non-caster has traditionally been a fighter/thief. The cunning action should give you enough options in every fight, and you'll pick up some skills, but you still end up with enough AC that you can play your role.

(You may have to double-check that it's okay to Sneak Attack with a short-sword while you're using Strength to hit.)
 

...Yeah, IME paladins tend to be best in parties that accept their leadership skills. But hey, at least if your playing the tank you can argue that they'd better listen to your input given that you're the one keeping the monsters off their backs long enough so they can do their casting thing.
Yeah. I might just need to be more assertive too.

...If you do go the Eldritch Fighter route, look at the War Caster feat.
Yes, it would seem to be necessary for arcane types. Sentinel and Shield Master look good too.

My go-to for a non-caster has traditionally been a fighter/thief.
That's not a bad combo, especially in this edition.
 

I always enjoy hearing about others playing Age of Worms in 5e. This is the first AP I have DMed, and as we wrap up chapter 4 of 12 this Sunday, we are having a blast.

I would suggest not using multiclass. There is a lot of power that is foregone for multiclass, but that is just my personal feelings on the matter. So my suggestions:

1. Paladin Oath of the Ancients: The combination auras of +1 to all saving throws plus resistance to magic damage is crazy. So many times in the last few weeks an AoE (fireball, flame strike, etc.) spell goes off and becomes, "You all take 7 damage and the 1 guy that failed his saving throw takes 14, and the rogue takes 0." With the smites, the paladin is a good damage dealer, and a paladin with a shield, protection fighting style and shield master feat becomes a great ally with the auras as well. I cannot say enough good things about this class.

2. A rogue that focuses on traps and backstabbing is an effective damage dealer. Our rogue took expertise in thieves tools and perception. She had a 19 passive perception at 5th level. Pretty much nothing gets past her. It does not help that they usually put her at the back of the party... She can pretty reliably hide (even if it is behind an ally) or find another way to bring her sneak attack dice into play each round. It is also a good idea to scout in pairs to not be surprised and back each other up if the situation gets bad.

3. Story wise, a warlock of the Raven Queen would be a great choice. There are lots of undead in this campaign, and the Raven Queen has tasked you with ending the undead blight.

4. Story wise, a fighter of some renown who saw the rest of the party in the gladiator games (maybe someone on one of the other teams) wants to join the party in adventuring.

5. Story wise, a wizard who had specialized in necromancy to eradicate undead would be great, but it is not really what your party needs.

6. It seems like you would be really interested to play a Bard of Valor, a bard who saw the party fight in the arena and wants to chronicle their further adventures. Focus all of your spells on the non-obvious magic. Vicious mockery and Friends instead of Mage Hand and Light; Animal Friendship and Tasha's Hideous Laughter instead of healing spells; almost any 2nd level spell. Pretty much any spell can be wrapped up to look non magical. Tasha's Hideous Laughter and Vicious Mockery are the effective use of words, Tongues is your (intermittent) ability to speak any language, Compulsion is your compelling argument. The list goes on, and the bard can still do damage.

7. There is one damage dealing tank above any other: a half-orc barbarian (either path). Maxed out strength, dexterity and constitution for awesome damage, armor and health, doesn't necessarily go down at 0 hp, and an extra die on a critical hit. Once again, this goes well on the gladiator angle. I have a dream to play a half-orc barbarian with the tavern brawler feat and name him Banner. :)
 

The other thing to remember if you want more skills (for out-of-combat utility) is that if you go straight Fighter (either Eldritch Knight or Battlemaster)... you get two additional feats over the norm, with which you could easily take the Skilled feat for three more skill/tool proficiencies. That would give you more than enough to feel as though you were a contributor OOC, while also being kick-ass melee-wise. Heck, at 14th level you'd have 5 feats/ability score raises... so you could go EK and use one feat for Skilled, and another for Magical Adept for two more cantrips and another 1st level spell with which you could take a spell usable OOC like Charm Person or something.
 

Yes, it would seem to be necessary for arcane types. Sentinel and Shield Master look good too.

You might want to go variant human and pick up the extra feat. If you choose that option, make sure that you pick up the Light cantrip.
 

My go-to for a non-caster has traditionally been a fighter/thief. The cunning action should give you enough options in every fight, and you'll pick up some skills, but you still end up with enough AC that you can play your role.

(You may have to double-check that it's okay to Sneak Attack with a short-sword while you're using Strength to hit.)

Why use strength? Be a dexterity based fighter and only 1AC is lost vs. plate. Then use a rapier for the sneak attack. A dexterity based fighter / rogue with studded leather, a rapier, and a shield would be great. The fighter / rogue in this group would need to work closely with either the monk or cleric to ensure the sneak attack could be used each turn.
 

I always enjoy hearing about others playing Age of Worms in 5e. This is the first AP I have DMed, and as we wrap up chapter 4 of 12 this Sunday, we are having a blast.
We've just finished the bit in the jungle. It's been pretty fun so far, although at times the clues have been a bit scarce. I think that the DM also used some other adventure to open the campaign with - it wasn't the initial visit to the Whispering Cairn.

I would suggest not using multiclass. There is a lot of power that is foregone for multiclass, but that is just my personal feelings on the matter.
I almost always multiclass. I think it would almost be fair to say that playing a single-class character would be outside my comfort zone. LOL.

1. Paladin Oath of the Ancients
This is my initial concept (see the link for the build thread in my OP).

2. A rogue
My last two PCs have had levels in rogue, and I almost always go with rogues anyway, so I'd like to avoid that this time around, if possible.

6. It seems like you would be really interested to play a Bard of Valor
I actually like the College of Lore better: more skills and Cutting Words!

7. There is one damage dealing tank above any other: a half-orc barbarian (either path). Maxed out strength, dexterity and constitution for awesome damage, armor and health, doesn't necessarily go down at 0 hp, and an extra die on a critical hit. Once again, this goes well on the gladiator angle. I have a dream to play a half-orc barbarian with the tavern brawler feat and name him Banner. :)
I don't think I could play a big dumb brute like this.

The other thing to remember if you want more skills (for out-of-combat utility) is that if you go straight Fighter (either Eldritch Knight or Battlemaster)... you get two additional feats over the norm, with which you could easily take the Skilled feat for three more skill/tool proficiencies. That would give you more than enough to feel as though you were a contributor OOC, while also being kick-ass melee-wise. Heck, at 14th level you'd have 5 feats/ability score raises... so you could go EK and use one feat for Skilled, and another for Magical Adept for two more cantrips and another 1st level spell with which you could take a spell usable OOC like Charm Person or something.
That's a good point. I'll definitely consider that as an option.

You might want to go variant human and pick up the extra feat. If you choose that option, make sure that you pick up the Light cantrip.
Why light?

Why use strength? Be a dexterity based fighter
Yeah, I'm thinking Dex even for a paladin, to improve my chances of getting into position first.


I should add that with my initial concept of an Ancients paladin, the DM has said that I can start with a moonblade, which restricts my race options to elf and half-elf. I've asked that it at least have the finesse property on it, although I also really like the elfshadow summoning property too. A sentinel shield and a cloak of protection would both be nice, too.
 



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