As advice goes this is a bit banal, but you should really talk to the DM about the balance of the game - there are really two extremes for how this could go...
The DM moulds the world around whatever combination you choose i.e. if neither of you is a healer potions are available like candy and you'll seldom be cursed/diseased, if you're both short rest characters (e.g. warlock & monk combo) you can expect downtime every 1-2 encounters, light traps if neither of you has any aptitude.
The DM makes no allowances for your party composition at the time, so you should expect any 'meat shield' characters to go through the grinder without a healer or trap specialist.
Either approach can work of course (there are of course some famed modules that churn through characters), but if it's the latter then I think you probably shouldn't be fretting too much over your own character(s) because they'll be highly disposable shielding a warlock with no defensive capabilities beyond casting Healing Word once a day - maybe even work that into the roleplay e.g. her demonic pact allows her to ensnare a 'champion', or you're playing a procession of damned souls that are promised redemption if they are 'the one' to help fulfill her quest?
If it's the former though, I think would actually buck the trend and suggest just playing a martial class rather than a part/full caster - the reason being it will be harder on the DM to balance if your party has access to paladin/cleric/bard healing but purely on the front-line (since if you go down it's immediately worthless), as opposed to just having no healing magic and thus your total HP, AC and potions are known variables. I would actually propose a monk - maybe human with Sentinel - at level 1, so you are both aligned on needing short rests.
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Though it may already have been dismissed, I would point out that celestial warlocks are an excellent 2 player choice (healing on tap, both restorations, resurrection & later even self-resurrection) - with possibly the ideal long-term complement for any res. caster being a zealot barbarian (res. spells ignore material costs).
From my somewhat limited experience playing without a healer in d&d should be feasible. Of course we'll need to be supercareful and of course the DM can kill us in one go, but to be faire, in what campaign can a DM not do that without even breaking a sweat?
The celestial warlock part has not been dismissed but is not what the other player is looking forward to play. So I am afraid it's not an option in this specific case, though I also semi like the class.
Regarding our set-up. I'm confident we'll be able to lock some enemies down, I am starting the campaign with both polearm master from variant human and another feat (we all got a free feat at level 1 as I mentioned) where I am doubting between sentinel and heavy weapon master since I'd love to drop things more quickly.
We did speak to the DM (2 person party, we als thought that was the sensible thing to do) and the first three levels we'll get max HP's, which should also help. Warlock has also taken the herbalism kit and will be brewing potions as quickly as we can.
Will it depend on luck how this goes, yes it will. But I am sure it will be a blast to play and very challenging. If we get a chance, we'll do our utmost best and have a nice story to tell at the end. And can anybody ask, for anything else?
I'd lean towards sentinel, only potential exception would be if you pick cavalier fighter since eventually you would get the drop opponents speed to zero
We are still in doubt regarding this choice since neither is a bad one. After level 1, I presume things will get easier since we'll have some HP's as a buffer where at level 1, which is already deadly for any group, a group of 2 can really afford 0 mistakes.
For small or somehow unbalanced groups I recommend some extra healing. Potions are most simple way to do this. Your idea about healing spell for warlock sounds good.
A larger question about 5th edition - Is healing required for each group? Is game balanced without healing?
As advice goes this is a bit banal, but you should really talk to the DM about the balance of the game - there are really two extremes for how this could go...
Either approach can work of course (there are of course some famed modules that churn through characters), but if it's the latter then I think you probably shouldn't be fretting too much over your own character(s) because they'll be highly disposable shielding a warlock with no defensive capabilities beyond casting Healing Word once a day - maybe even work that into the roleplay e.g. her demonic pact allows her to ensnare a 'champion', or you're playing a procession of damned souls that are promised redemption if they are 'the one' to help fulfill her quest?
If it's the former though, I think would actually buck the trend and suggest just playing a martial class rather than a part/full caster - the reason being it will be harder on the DM to balance if your party has access to paladin/cleric/bard healing but purely on the front-line (since if you go down it's immediately worthless), as opposed to just having no healing magic and thus your total HP, AC and potions are known variables. I would actually propose a monk - maybe human with Sentinel - at level 1, so you are both aligned on needing short rests.
+
Though it may already have been dismissed, I would point out that celestial warlocks are an excellent 2 player choice (healing on tap, both restorations, resurrection & later even self-resurrection) - with possibly the ideal long-term complement for any res. caster being a zealot barbarian (res. spells ignore material costs).
Hiya Vorsa,
From my somewhat limited experience playing without a healer in d&d should be feasible. Of course we'll need to be supercareful and of course the DM can kill us in one go, but to be faire, in what campaign can a DM not do that without even breaking a sweat?
The celestial warlock part has not been dismissed but is not what the other player is looking forward to play. So I am afraid it's not an option in this specific case, though I also semi like the class.
Regarding our set-up. I'm confident we'll be able to lock some enemies down, I am starting the campaign with both polearm master from variant human and another feat (we all got a free feat at level 1 as I mentioned) where I am doubting between sentinel and heavy weapon master since I'd love to drop things more quickly.
We did speak to the DM (2 person party, we als thought that was the sensible thing to do) and the first three levels we'll get max HP's, which should also help. Warlock has also taken the herbalism kit and will be brewing potions as quickly as we can.
Will it depend on luck how this goes, yes it will. But I am sure it will be a blast to play and very challenging. If we get a chance, we'll do our utmost best and have a nice story to tell at the end. And can anybody ask, for anything else?
Thanks for the advice
Est Sularus oth Mithas
I'd lean towards sentinel, only potential exception would be if you pick cavalier fighter since eventually you would get the drop opponents speed to zero
Thanks Noksa.
We are still in doubt regarding this choice since neither is a bad one.
After level 1, I presume things will get easier since we'll have some HP's as a buffer where at level 1, which is already deadly for any group, a group of 2 can really afford 0 mistakes.
Est Sularus oth Mithas
For small or somehow unbalanced groups I recommend some extra healing. Potions are most simple way to do this. Your idea about healing spell for warlock sounds good.
A larger question about 5th edition - Is healing required for each group? Is game balanced without healing?
It would require your friend changing classes but take a look at this for good ideas. https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/39989-party-of-2-players-advice-requested-on-class?page=2