I like to play all kinds of characters, but for thinking about my ROLEPLAY and having fun. I need to choose the class FIRST. This is how i work and iam joining a compagny which is already composed with :
Rogue
Barbarian
Warrior
All three are melees and i want to be able to buff & heal them (i want the best buffer/healer of D&D) and also being able to deal GOOD ranged damage.
Also iam hesitating between :
Bard
Clerical
Knowing that, i know bard has some discretion skills that iam not really interested in because we already got a rogue.
I want to be everything that they dont have for my group and help them in the most efficient way (by buffing healing and dealing damage).
Also i know Bard is quite good giving dice to people, but clerical got some really nice buff.
My question is if i go for Bard would it be the best buffer/healer if iam well speced because i guess i will have to loose some power damage if i do that?
If i go clerical can i have some good buff/heal and still do GOOD damage (i insist), i know clerical are usually melee and i dont want that because they are already 3 melees.
is there another class that would fit the role i want better?
I feel like picking bard is the wast for loosing discretion skills and i could not be really good at the things i want both (Buffing & dealing damage) it's ok i just have less healing.
I feel like clerical would be good for healing and buffing (also divination skills look quite awesome for the party) but maybe i will not do any damage and it would be really not fun for me.
What would be the best for playing with 3 melees in term of mechanics? Which class would synergize best ? I love synergy and i think it's pretty awesome to have some with buddys in RPG in general so guys help me achieve that please.
if i only had one question it would be:
What would be the best class for "SYNERGIZING" with Barbarian/Rogue/Warrior ?
Thank you for reading and sorry for my bad english.
Life Cleric is the best healer you'll get, and does pretty well in melee. Don't forget the AOE spells that clerics get -- first round of combat cast spirit guardians and you can center yourself between your melee allies or hang out behind them and do damage to whoever's attacking them but be able to keep your action to either heal if someone's close to going down, or cast other damaging ranged spells like guiding bolt which has pretty high damage and helps others hit as well. You also have some fairly good ranged cantrips as a cleric -- Toll the Dead can do some hefty damage, especially once they're already damaged. Clerics also get spiritual weapon as a 2nd level spell, which isn't concentration and is a bonus action, so that also gives you more opportunities to do two things per turn.
Bard still has useful buffs, but I found it really frustrating in terms of being able to also smash things -- there wasn't much I could do damage-wise at low levels. It take a while to build up steam if you want to do damage as a bard, even with some of the more martial subclasses. I think you're going to have more chances to do damage as well as buff/heal as a cleric.
you can center yourself between your melee allies or hang out behind them and do damage to whoever's attacking them but be able to keep your action to either heal if someone's close to going down, or cast other damaging ranged spells like guiding bolt
As i said i prefer not depending on being in melee, i will take prolly a crowbow (doesnt matter which one i pick). Do cleric "has" to be in melee for casting most spells? It could be an issues too.
Cleric and Bard can both do fine from range, particularly using spells. Clerics are definitely better healers though, and possibly better buffers as well depending on the build. If you don't want to get lost too much in the details of what you could do with either, I suggest picking a Cleric and looking at the cantrips and low level spells that can do ranged damage to complement your heals and buffs.
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Cleric and Bard can both do fine from range, particularly using spells. Clerics are definitely better healers though, and possibly better buffers as well depending on the build. If you don't want to get lost too much in the details of what you could do with either, I suggest picking a Cleric and looking at the cantrips and low level spells that can do ranged damage to complement your heals and buffs.
Thank you! that's exactly what i was wondering. So cleric is better buffer/healer and capable of doing equal damage as a bard would be spec as a buffer/healer? Am i correct?
If i go clerical can i have some good buff/heal and still do GOOD damage (i insist)
I just want to caution that you cannot be best at healing, buffing, and damage. Especially at lower levels, you are very limited by spell slots. You can use those spells to heal OR buff OR do more damage than a cantrip. If you really want to be good at support, you need to save your spells for supporting.
I just want to caution that you cannot be best at healing, buffing, and damage. Especially at lower levels, you are very limited by spell slots. You can use those spells to heal OR buff OR do more damage than a cantrip. If you really want to be good at support, you need to save your spells for supporting.
ok thank you, you seem to have a good knowledge on the game. What class would synergizing best with 3 melees?
You get a mix of spells -- as a Life Cleric you have Cure Wounds auto-prepared, and that's touch, so you'd have to get close to whoever you want to heal, which might put you in melee with enemies. You have two ranged options - Healing Word (which heals less, but is a bonus action, so you can do something else on your turn like fire your bow or cast an attack cantrip) and your channel divinity can also bring people up to half health. Other types of clerics don't have this ability, though. And Bards get both of these spells too.
Do you know how far the campaign is going to go? As in does it have a probable endpoint of before 20th level? Once Bards get magical secrets (level 10 for everyone except Lore bards, who don't have a lot of damage options) they can pick up a handful of spells from any class, which makes them very flexible, but that's a long time to wait.
If Elf is available to you as a race, then you would get longbow proficiency, and if you prioritized Dex as your next highest stat after Wisdom, your cleric could do slightly more damage with a longbow than with cantrips, while you are at levels 1-4. This is because longbow attacks get to add your dex modifier to damage, where as spell attacks do not generally allow you to add your caeting modifier to damage. The longbow also has a longer range than the ranged cantrips which might come in handy from time to time.
Note: if variant half-elves are allowed in your game, this would also be a possibility, as some of the variant half elves also give you longbow proficiency.
I'd go Druid for all around utility, heals, combat and utility (particularly outdoor survival/austere conditions utility). My party's druid was circle of the moon (pay attention to some of the advantages wild shape can give you, wolf's get pack tactic advantages when fighting alongside an ally for example, owls get heightened awareness, etc) and has done an excellent job with a sorcerer, rogue, paladin, filling in where needed during combat, able to function well as a battle medic, and keeps the party from starving to death in places where food and water are scarce.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I would suggest Bard over Cleric, but that’s a personal choice and not really objective in any way.
You might look into Artificer, Alchemist might suit best, but any of them really have their benefits and might work well.
If you spec for it, Divine Soul can be a ridiculously strong healer/buffer. Since they have such a wide array of Cantrips and Chaos Bolt, they can just pick up spirit guardians and spiritual Weapon to cover them for combat for mostly ever, and then really focus the rest on healing and buffing.
Clerics are great options for what you are looking at. Bards will be lacking in damage without using a bow, multiclassing, or using spell slots, at least until later. However, they do have Vicious Mockery which does some damage and offers disadvantage on the creature's first attack.
Clerics are sturdier and Toll the Dead does a fair bit of damage. My party has a Grave Domain cleric who uses Toll the Dead as his main attack and casts Bane, Bless, and Aid for support with Spiritual Weapon to augment his damage. He prefers sitting back and prefers not to use Spirit Guardians. We are level 5, have a Zealot barbarian (me), a scout rogue (mostly ranged but she dabbles in melee) and an Undying Warlock. We have had one fight where people dropped, but I'm the only melee character on the regular. The Grave Cleric's path to the Grave is a nice damage boost for a channel divinty.
Life Cleric is nice as a healer and buffer as well. Their ranged damage isn't as nice as a Grave Cleric's ranged damage after 8th level (did Tasha's add the change allowing the 8th level damage boost to change for each domain?).
Regardless, unless you are using a bow for your attacks, you can set your strength to 13 or 15 if you are using heavy armor (at not a dwarf, which ignores the strength requirement altogether for heavy armor) or 14 for medium armor and focus on wisdom, constitution, and feats otherwise. Spell Sniper is a decent feat for either class but especially bard to get a better attack cantrip and Warcaster might be a decent option for either class.
A reasonable option for a bard might be to get 1 or 2 levels of warlock (celestial would be my pick) to get Eldritch Blast along with Agonizing Blast for a good damage base. An extra 1st level spell slot or two on a short rest, whatever other invocation you choose if you go second level (Repelling Blast could be a good option to move creatures towards or away from your melee characters, but others are nice as well) along with the celestial warlock goodies is a decent base before moving into bardsville.
Another feat option for a bard that would work well would be Inspiring Leader. It acts like Aid, doesn't require spell resources, refreshes on a short or long rest, and scales with your charisma and character level. I'd heavily consider it as a level 1 feat (via variant human or as a free feat if your DM gives one and it's eligible).
Light cleric might be your best choice. You trade the life cleric marginal improvement to healing for insanely strong blasting. Divine soul sorc might fit too, twinning healing word can be a fight changer, and they get access to good damage spells too.
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Hello,
I like to play all kinds of characters, but for thinking about my ROLEPLAY and having fun. I need to choose the class FIRST. This is how i work and iam joining a compagny which is already composed with :
Rogue
Barbarian
Warrior
All three are melees and i want to be able to buff & heal them (i want the best buffer/healer of D&D) and also being able to deal GOOD ranged damage.
Also iam hesitating between :
Bard
Clerical
Knowing that, i know bard has some discretion skills that iam not really interested in because we already got a rogue.
I want to be everything that they dont have for my group and help them in the most efficient way (by buffing healing and dealing damage).
Also i know Bard is quite good giving dice to people, but clerical got some really nice buff.
My question is if i go for Bard would it be the best buffer/healer if iam well speced because i guess i will have to loose some power damage if i do that?
If i go clerical can i have some good buff/heal and still do GOOD damage (i insist), i know clerical are usually melee and i dont want that because they are already 3 melees.
is there another class that would fit the role i want better?
I feel like picking bard is the wast for loosing discretion skills and i could not be really good at the things i want both (Buffing & dealing damage) it's ok i just have less healing.
I feel like clerical would be good for healing and buffing (also divination skills look quite awesome for the party) but maybe i will not do any damage and it would be really not fun for me.
What would be the best for playing with 3 melees in term of mechanics? Which class would synergize best ? I love synergy and i think it's pretty awesome to have some with buddys in RPG in general so guys help me achieve that please.
if i only had one question it would be:
What would be the best class for "SYNERGIZING" with Barbarian/Rogue/Warrior ?
Thank you for reading and sorry for my bad english.
Life Cleric is the best healer you'll get, and does pretty well in melee. Don't forget the AOE spells that clerics get -- first round of combat cast spirit guardians and you can center yourself between your melee allies or hang out behind them and do damage to whoever's attacking them but be able to keep your action to either heal if someone's close to going down, or cast other damaging ranged spells like guiding bolt which has pretty high damage and helps others hit as well. You also have some fairly good ranged cantrips as a cleric -- Toll the Dead can do some hefty damage, especially once they're already damaged. Clerics also get spiritual weapon as a 2nd level spell, which isn't concentration and is a bonus action, so that also gives you more opportunities to do two things per turn.
Bard still has useful buffs, but I found it really frustrating in terms of being able to also smash things -- there wasn't much I could do damage-wise at low levels. It take a while to build up steam if you want to do damage as a bard, even with some of the more martial subclasses. I think you're going to have more chances to do damage as well as buff/heal as a cleric.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
i really dont want to be in melee
As i said i prefer not depending on being in melee, i will take prolly a crowbow (doesnt matter which one i pick). Do cleric "has" to be in melee for casting most spells? It could be an issues too.
Your party also needs a face. Could also check out celestial warlock or divine sorcerer for a combo of cha / buffs / heals / damage.
Cleric and Bard can both do fine from range, particularly using spells. Clerics are definitely better healers though, and possibly better buffers as well depending on the build. If you don't want to get lost too much in the details of what you could do with either, I suggest picking a Cleric and looking at the cantrips and low level spells that can do ranged damage to complement your heals and buffs.
Want to start playing but don't have anyone to play with? You can try these options: [link].
My GM only agreed for race/class/subclass from player sadly, but yeah i look after divine sorcerer thanks.
Thank you! that's exactly what i was wondering. So cleric is better buffer/healer and capable of doing equal damage as a bard would be spec as a buffer/healer? Am i correct?
I just want to caution that you cannot be best at healing, buffing, and damage. Especially at lower levels, you are very limited by spell slots. You can use those spells to heal OR buff OR do more damage than a cantrip. If you really want to be good at support, you need to save your spells for supporting.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
ok thank you, you seem to have a good knowledge on the game. What class would synergizing best with 3 melees?
You get a mix of spells -- as a Life Cleric you have Cure Wounds auto-prepared, and that's touch, so you'd have to get close to whoever you want to heal, which might put you in melee with enemies. You have two ranged options - Healing Word (which heals less, but is a bonus action, so you can do something else on your turn like fire your bow or cast an attack cantrip) and your channel divinity can also bring people up to half health. Other types of clerics don't have this ability, though. And Bards get both of these spells too.
Do you know how far the campaign is going to go? As in does it have a probable endpoint of before 20th level? Once Bards get magical secrets (level 10 for everyone except Lore bards, who don't have a lot of damage options) they can pick up a handful of spells from any class, which makes them very flexible, but that's a long time to wait.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
If Elf is available to you as a race, then you would get longbow proficiency, and if you prioritized Dex as your next highest stat after Wisdom, your cleric could do slightly more damage with a longbow than with cantrips, while you are at levels 1-4. This is because longbow attacks get to add your dex modifier to damage, where as spell attacks do not generally allow you to add your caeting modifier to damage. The longbow also has a longer range than the ranged cantrips which might come in handy from time to time.
Note: if variant half-elves are allowed in your game, this would also be a possibility, as some of the variant half elves also give you longbow proficiency.
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I'd go Druid for all around utility, heals, combat and utility (particularly outdoor survival/austere conditions utility). My party's druid was circle of the moon (pay attention to some of the advantages wild shape can give you, wolf's get pack tactic advantages when fighting alongside an ally for example, owls get heightened awareness, etc) and has done an excellent job with a sorcerer, rogue, paladin, filling in where needed during combat, able to function well as a battle medic, and keeps the party from starving to death in places where food and water are scarce.
Jander Sunstar is the thinking person's Drizzt, fight me.
I would suggest Bard over Cleric, but that’s a personal choice and not really objective in any way.
You might look into Artificer, Alchemist might suit best, but any of them really have their benefits and might work well.
If you spec for it, Divine Soul can be a ridiculously strong healer/buffer. Since they have such a wide array of Cantrips and Chaos Bolt, they can just pick up spirit guardians and spiritual Weapon to cover them for combat for mostly ever, and then really focus the rest on healing and buffing.
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Clerics are great options for what you are looking at. Bards will be lacking in damage without using a bow, multiclassing, or using spell slots, at least until later. However, they do have Vicious Mockery which does some damage and offers disadvantage on the creature's first attack.
Clerics are sturdier and Toll the Dead does a fair bit of damage. My party has a Grave Domain cleric who uses Toll the Dead as his main attack and casts Bane, Bless, and Aid for support with Spiritual Weapon to augment his damage. He prefers sitting back and prefers not to use Spirit Guardians. We are level 5, have a Zealot barbarian (me), a scout rogue (mostly ranged but she dabbles in melee) and an Undying Warlock. We have had one fight where people dropped, but I'm the only melee character on the regular. The Grave Cleric's path to the Grave is a nice damage boost for a channel divinty.
Life Cleric is nice as a healer and buffer as well. Their ranged damage isn't as nice as a Grave Cleric's ranged damage after 8th level (did Tasha's add the change allowing the 8th level damage boost to change for each domain?).
Regardless, unless you are using a bow for your attacks, you can set your strength to 13 or 15 if you are using heavy armor (at not a dwarf, which ignores the strength requirement altogether for heavy armor) or 14 for medium armor and focus on wisdom, constitution, and feats otherwise. Spell Sniper is a decent feat for either class but especially bard to get a better attack cantrip and Warcaster might be a decent option for either class.
A reasonable option for a bard might be to get 1 or 2 levels of warlock (celestial would be my pick) to get Eldritch Blast along with Agonizing Blast for a good damage base. An extra 1st level spell slot or two on a short rest, whatever other invocation you choose if you go second level (Repelling Blast could be a good option to move creatures towards or away from your melee characters, but others are nice as well) along with the celestial warlock goodies is a decent base before moving into bardsville.
Another feat option for a bard that would work well would be Inspiring Leader. It acts like Aid, doesn't require spell resources, refreshes on a short or long rest, and scales with your charisma and character level. I'd heavily consider it as a level 1 feat (via variant human or as a free feat if your DM gives one and it's eligible).
Light cleric might be your best choice. You trade the life cleric marginal improvement to healing for insanely strong blasting. Divine soul sorc might fit too, twinning healing word can be a fight changer, and they get access to good damage spells too.