D&D 5E What would you play?


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I feel the concentration mechanic is too restrictive for my tastes. Combined with how few spell slots casters receive now, and the fact that 80% of the spells require concentration...

It's just not my cup of tea. I don't mind having spell capabilities, but i will not be playing a spell dependent class like the wizard again in this edition.
You won't like the Paladin then, unless you plan on using your spells for only Healing and Smiting. A large segment of their spells require it, and they don't have Con as a save to help maintain it.

Human Monk seems best, assuming you like monks. 18 Wis & Dex, 15 Con, 12 Str & Cha, 10 Int (swap Cha & Int if desired) is solid ability scores, and sets you up to take Resilient (Con), which is one of the best Feats in the game.
 

Human Monk seems best, assuming you like monks. 18 Wis & Dex, 15 Con, 12 Str & Cha, 10 Int (swap Cha & Int if desired) is solid ability scores, and sets you up to take Resilient (Con), which is one of the best Feats in the game.

It's not one of the best feats for Monks, they get proficiencies in all saves as a class feature at higher levels. They also have almost zero use for concentration.

Monks want feats like Mobile, Tough, Lucky, and possibly Sentinel, Elemental Adept (if elemental monk), Mage Slayer.
 

You won't like the Paladin then, unless you plan on using your spells for only Healing and Smiting. A large segment of their spells require it, and they don't have Con as a save to help maintain it.

Paladins are actually pretty good at maintaining concentration compared to wizards; they have better AC's, and they add their Charisma modifier on top of their constitution modifiers. Not that it really matters to me anyway; the purpose of a paladin is to smite. They don't lean heavily on their spells like the wizard.
 

I suggested the shadow monk because as it would fill two roles that the party is missing currently. There already is a druid and a wizard, no need for blasty type monk.

I do not diss the paladin though, i just think he might have a hard time filling up the trap disarmer/scout.
 




If you're just asking what would be the most tactically advantageous choice, paladin is the clear answer. Your party has spell power from the necromancer and druid, healing from the druid and cleric, and scouting from the ranger, but you've got nothing in the "heavy melee" department.

However, that shouldn't be the only or even the primary consideration IMO. What do you enjoy playing? Myself, given a choice between rogue, monk, or paladin, I would go with rogue. But that's me. I like sneaky, tricky characters with good social skills.
 
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You won't like the Paladin then, unless you plan on using your spells for only Healing and Smiting. A large segment of their spells require it, and they don't have Con as a save to help maintain it.
I've found that concentration doesn't really impact Paladin's nearly as much as other casters. Divine Smite uses some of your spell slots. All of the smite spells, which are concentration, should generally be cast as a bonus action at the beginning of the round so that most times, the spell has been used before you would need to make a concentration check.

I’d suggest a Dex/Finesse Half-Elf/Urchin/Paladin with Archery style and stealth-sparing armor. It’ll add melee/meatshield capabilities while still synergizing with, what looks to me, the ranged/steath strengths of your party. If you went Strength/Heavy armor you’d be better in melee, but you’ll limit the party’s use of range and stealth. The Charisma focus along with Persuasion and/or Deception gives some good social utility as well.
 

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