My dnd group has 5 players but a possible 6th soon. We have a shadow monk/rogue, a circle of the forest druid, a totem warrior barbarian, a cavalier fighter, and a glamour bard/gunslinger. If we did get a 6th player what class would be good for them to play?
Well, it seems that you have one stealth focused character (the monk/rogue), a support /healing spellcaster (the druid), a damage/support spellcaster (the bard), and two weapon combat focused characters (the barbarian and fighter). Perhaps a ranger focusing on stealth and damage spells or a damage-focused wizard.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
There is no such thing as an ideal party composition in 5e. The only exception to this rule is if you're consistently adventuring in a particular environment, for instance, the Underdark. Then you can gear a party towards that parameter, and even then, I wouldn't say it's an optimal choice, merely advantageous in a greater percentage of encounters than a party would otherwise be with a more diverse group. Otherwise, there are simply far too many variables to account for in any given scenario. Then there's also the DM to account for as how they run their game can have a drastic impact on group viability and effectiveness. There isn't much use having an entire party geared towards single combat DPR if your DM loves throwing hordes at you, for instance.
I agree with dropmybear8mybaby. It doesn't matter what class the new player picks, just pick something that they'll enjoy playing. You can have any party composition that you want and still succeed so it doesn't matter.
I agree with dropmybear8mybaby. It doesn't matter what class the new player picks, just pick something that they'll enjoy playing. You can have any party composition that you want and still succeed so it doesn't matter.
That isn't always the case, though. A party consisting of a fighter, a sorcerer, a wizard, and a rogue, for example, has practically no means of healing without taking a rest. Sorcerers, warlocks and wizards have practically no healing spells except for vampiric touch (and even that isn't a true "healing" spell). Rogues cannot naturally heal whatsoever. Fighters have second wind ad that's it. Its important that the party has at least one healing spellcaster.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I agree with dropmybear8mybaby. It doesn't matter what class the new player picks, just pick something that they'll enjoy playing. You can have any party composition that you want and still succeed so it doesn't matter.
That isn't always the case, though. A party consisting of a fighter, a sorcerer, a wizard, and a rogue, for example, has practically no means of healing without taking a rest. Sorcerers, warlocks and wizards have practically no healing spells except for vampiric touch (and even that isn't a true "healing" spell). Rogues cannot naturally heal whatsoever. Fighters have second wind ad that's it. Its important that the party has at least one healing spellcaster.
Not true. A party can succeed just fine with healing potions and rests in 5e. Healing is nice, but isn’t necessary. I’ve played in one party where our only healing was healing potions and I’m playing a Moon Druid right now in a party where the only healing that we have is Goodberrys because that’s the only healing spell that he prepares and we’ve never thought to buy any healing potions.
Look at which classes abilities play off of the others. I find that you can pick almost any class and have fun playing, or make a powerful character, but if you want an "ideal party composition" (which I do believe exists, though it changes depending on the campaign style) then you want classes that complement each other's abilities.
For example, rogues gain benefits from anything that gives them advantage, so having a wolf totem barbarian or a bard with faerie fire could massively increase the rogue's dpr.
Or another example, hitting an enemy with guiding bolt to set up for a Paladin's divine smite is a combo that can KO almost any undead with all that radiant damage.
In other words, look at what your party can do, and find out an area where they are lacking or at least a class that could exponentially increase the party's capability beyond just having another body to throw out and soak damage.
Then again, I run fairly difficult campaigns where the players need every advantage they can get their hands on, so if your campaign is intended to be less challenging then it may not matter that much.
Can i get some advice on party composition.
My dnd group has 5 players but a possible 6th soon. We have a shadow monk/rogue, a circle of the forest druid, a totem warrior barbarian, a cavalier fighter, and a glamour bard/gunslinger. If we did get a 6th player what class would be good for them to play?
Well, it seems that you have one stealth focused character (the monk/rogue), a support /healing spellcaster (the druid), a damage/support spellcaster (the bard), and two weapon combat focused characters (the barbarian and fighter). Perhaps a ranger focusing on stealth and damage spells or a damage-focused wizard.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Sorcerer or wizard. The party doesn't have a caster with high damaging spells.
There is no such thing as an ideal party composition in 5e. The only exception to this rule is if you're consistently adventuring in a particular environment, for instance, the Underdark. Then you can gear a party towards that parameter, and even then, I wouldn't say it's an optimal choice, merely advantageous in a greater percentage of encounters than a party would otherwise be with a more diverse group. Otherwise, there are simply far too many variables to account for in any given scenario. Then there's also the DM to account for as how they run their game can have a drastic impact on group viability and effectiveness. There isn't much use having an entire party geared towards single combat DPR if your DM loves throwing hordes at you, for instance.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Our druid isn't that healing focused, maybe a cleric then?
I agree with dropmybear8mybaby. It doesn't matter what class the new player picks, just pick something that they'll enjoy playing. You can have any party composition that you want and still succeed so it doesn't matter.
Professional computer geek
That isn't always the case, though. A party consisting of a fighter, a sorcerer, a wizard, and a rogue, for example, has practically no means of healing without taking a rest. Sorcerers, warlocks and wizards have practically no healing spells except for vampiric touch (and even that isn't a true "healing" spell). Rogues cannot naturally heal whatsoever. Fighters have second wind ad that's it. Its important that the party has at least one healing spellcaster.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Not true. A party can succeed just fine with healing potions and rests in 5e. Healing is nice, but isn’t necessary. I’ve played in one party where our only healing was healing potions and I’m playing a Moon Druid right now in a party where the only healing that we have is Goodberrys because that’s the only healing spell that he prepares and we’ve never thought to buy any healing potions.
Professional computer geek
Look at which classes abilities play off of the others. I find that you can pick almost any class and have fun playing, or make a powerful character, but if you want an "ideal party composition" (which I do believe exists, though it changes depending on the campaign style) then you want classes that complement each other's abilities.
For example, rogues gain benefits from anything that gives them advantage, so having a wolf totem barbarian or a bard with faerie fire could massively increase the rogue's dpr.
Or another example, hitting an enemy with guiding bolt to set up for a Paladin's divine smite is a combo that can KO almost any undead with all that radiant damage.
In other words, look at what your party can do, and find out an area where they are lacking or at least a class that could exponentially increase the party's capability beyond just having another body to throw out and soak damage.
Then again, I run fairly difficult campaigns where the players need every advantage they can get their hands on, so if your campaign is intended to be less challenging then it may not matter that much.
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