I think with some heavy discussion on how each character will be different (specialization), any class can work. The story can be fairly simple, temple sends paladins/clerics/monks to find an artifact, thieves guild sends rogues to find certain treasure, druid order needs to find source of water corruption, etc. As long they are different specs, any class should be able to work.
If I were to do a 5-person same class party, I'd do a Warlock "Sentai/magical girl" group. Hexblade Warlock gets you a decent melee combatant, Celestial Pact gets you your healer, Fey Pact gets you a decent rogue-ish type, and the two remaining can pick a Pact that gets them a decent spell list and go Tome. All players would have few spell slots, but recharge on short rest to keep the game going, and at least one of them could be Chain-locks to get some beefier sidekick monster familiars to even out the party.
I chose ranger because there's actually a lot of cool versatility within the ranger class. I just recently made a tanky guardian ranger with the horizon walker archetype. Seems really interesting.
If I were to do a 5-person same class party, I'd do a Warlock "Sentai/magical girl" group. Hexblade Warlock gets you a decent melee combatant, Celestial Pact gets you your healer, Fey Pact gets you a decent rogue-ish type, and the two remaining can pick a Pact that gets them a decent spell list and go Tome. All players would have few spell slots, but recharge on short rest to keep the game going, and at least one of them could be Chain-locks to get some beefier sidekick monster familiars to even out the party.
A sentai inspired team would be cool, going animal totem barbarian may be an interesting way to do it, with each party member speccing into a single animal totem for all levels, Bear, Eagle and Wolf rangers?
I'd go cleric. There's so much variety in how you can set up a cleric, that filling most roles isn't difficult at all.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Bard / Cleric / Paladin would make sense... That party would still need to heal, fight, tank, CC, and have a face just like any party (at least to some degree).
Mechanically I think Bard / Fighter would probably be the easiest overall. Bards and Fighters just have so much variety in the roles they can fulfill relative to other classes.
RP wise I think Paladins/Clerics could make sense if they were on some sort of mission for their deity, whether that be military conquest or a missionary trip of some sort.
Wizards also makes sense to me. Could be a bunch of training wizards training together, or a bunch of classmates from a formal Wizards College going on a field trip or something.
Any creature who targets a creature wearing this necktie with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends until the wearer finishes a short or long rest.
A group of bards is a load of fun from the RP end of things as well. I've played a one shot in a band of rouges as well. It felt like an entirely different kind of DnD.
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I think with some heavy discussion on how each character will be different (specialization), any class can work. The story can be fairly simple, temple sends paladins/clerics/monks to find an artifact, thieves guild sends rogues to find certain treasure, druid order needs to find source of water corruption, etc. As long they are different specs, any class should be able to work.
If I were to do a 5-person same class party, I'd do a Warlock "Sentai/magical girl" group. Hexblade Warlock gets you a decent melee combatant, Celestial Pact gets you your healer, Fey Pact gets you a decent rogue-ish type, and the two remaining can pick a Pact that gets them a decent spell list and go Tome. All players would have few spell slots, but recharge on short rest to keep the game going, and at least one of them could be Chain-locks to get some beefier sidekick monster familiars to even out the party.
I chose ranger because there's actually a lot of cool versatility within the ranger class. I just recently made a tanky guardian ranger with the horizon walker archetype. Seems really interesting.
A sentai inspired team would be cool, going animal totem barbarian may be an interesting way to do it, with each party member speccing into a single animal totem for all levels, Bear, Eagle and Wolf rangers?
I'd go cleric. There's so much variety in how you can set up a cleric, that filling most roles isn't difficult at all.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Bard / Cleric / Paladin would make sense... That party would still need to heal, fight, tank, CC, and have a face just like any party (at least to some degree).
Mechanically I think Bard / Fighter would probably be the easiest overall. Bards and Fighters just have so much variety in the roles they can fulfill relative to other classes.
RP wise I think Paladins/Clerics could make sense if they were on some sort of mission for their deity, whether that be military conquest or a missionary trip of some sort.
Wizards also makes sense to me. Could be a bunch of training wizards training together, or a bunch of classmates from a formal Wizards College going on a field trip or something.
Man, now I really want to play an all-bard party.
Suddenly I want to invite a group of Mormon Holy Rollers in, hand them all character sheets and set them up to spread the LDS message across Faerûn.
Extended Signature
What AC bonus does the necktie provide?
The Later Day Necktie:
Any creature who targets a creature wearing this necktie with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends until the wearer finishes a short or long rest.
Extended Signature
Barbarians with the different classes and totems would stack to make an unstoppable melee focused party.
A group of bards is a load of fun from the RP end of things as well. I've played a one shot in a band of rouges as well. It felt like an entirely different kind of DnD.