We are about to start a Curse of Strad campaign and I would like some advise. The issue is at the moment it will be 2 players and the DM only. We may be able to get one more player in the group but we are not sure.
Because of this I am thinking I will need to cover a few roles while playing as the other player while a good guy and fun to play with choose Int as his dump stat in real life lol. Because of this I am thinking of going Hexblade/Bard (sword). This would let me melee, heal and some support spells. I figured level 1 Hex/ 6 bard/1 hex/12 bard. Mind you another friend recommend Hex/ Divine Soul Soc to cover the most I can. What do you all think?
P.S. I know based on how the other player plays I will need to mix it up in Melee offen and it is why I am going Hex blade warlock but I do not like Warlock for more then a dip.
If you're looking for advice on what class(es) would be cover roles, then it would help to know what the other player(s) will be playing as well. I see no issue in using your a bard/warlock combination, especially if you're synergizing the hexblade warlock benefits with a college of swords bard. The bardic college benefits at level 3 in particular would help use those inspiration dice, especially with only one (or two) other characters in your party. Plus, your bard would have enough supportive spells that you would be pretty well covered.
Not to give too much away about Curse of Strahd, but some of the magical gear that you earn requires the character to be a cleric (or sometimes paladin). Your DM might adjust these requirements if there's no cleric in your party, but your battle against the vampire lord and his minions relies upon having cleric abilities; such as casting divine spells and/or turning undead. Your divine soul sorcerer might be useful in some aspects, but they still aren't a cleric or paladin.
One final point to keep in mind, Curse of Strahd is designed to go up to 10th level. DM might choose to let it run a bit longer and higher level, especially if your party doesn't have 4+ characters involved. However, I wouldn't necessarily plan your build out to 20th-level based on this adventure module. Doesn't look like it should change your progression plan very much, but I wanted to point that out in case you start planning otherwise.
In the end it doesn't really matter. Play what you think will be fun.
Personally I have always like Gish from back in the Old day when playing a Elf was your race and class in one. The thing is it is going to be such a small group and I want my son's (he is 18 but never DM) time as a DM to go well.
In the end it doesn't really matter. Play what you think will be fun.
Personally I have always like Gish from back in the Old day when playing a Elf was your race and class in one. The thing is it is going to be such a small group and I want my son's (he is 18 but never DM) time as a DM to go well.
If this is the case then keep it simple. Don't throw a lot of extra rules regarding class abilities at him.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
2 Hex warlock/X lore bard is a really good combination. The character will cover needed skills and a wide range of spell casting. You can do very reasonable ranged damage falling back on agonizing blast. I would likely tend to go 3 bard/ 2 warlock by level 5 but it does delay spell progression.
Other options could be hex warlock/sorcerer using either divine soul or one of the other sorcerer options - the one's in Tasha's have expanded spells known which might be very useful for playing CoS and adding flexibility to the character.
However, having a third player or a regular NPC like a melee cleric would probably help a lot.
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We are about to start a Curse of Strad campaign and I would like some advise. The issue is at the moment it will be 2 players and the DM only. We may be able to get one more player in the group but we are not sure.
Because of this I am thinking I will need to cover a few roles while playing as the other player while a good guy and fun to play with choose Int as his dump stat in real life lol. Because of this I am thinking of going Hexblade/Bard (sword). This would let me melee, heal and some support spells. I figured level 1 Hex/ 6 bard/1 hex/12 bard. Mind you another friend recommend Hex/ Divine Soul Soc to cover the most I can. What do you all think?
P.S. I know based on how the other player plays I will need to mix it up in Melee offen and it is why I am going Hex blade warlock but I do not like Warlock for more then a dip.
I spell Goodly.
If you're looking for advice on what class(es) would be cover roles, then it would help to know what the other player(s) will be playing as well. I see no issue in using your a bard/warlock combination, especially if you're synergizing the hexblade warlock benefits with a college of swords bard. The bardic college benefits at level 3 in particular would help use those inspiration dice, especially with only one (or two) other characters in your party. Plus, your bard would have enough supportive spells that you would be pretty well covered.
Not to give too much away about Curse of Strahd, but some of the magical gear that you earn requires the character to be a cleric (or sometimes paladin). Your DM might adjust these requirements if there's no cleric in your party, but your battle against the vampire lord and his minions relies upon having cleric abilities; such as casting divine spells and/or turning undead. Your divine soul sorcerer might be useful in some aspects, but they still aren't a cleric or paladin.
One final point to keep in mind, Curse of Strahd is designed to go up to 10th level. DM might choose to let it run a bit longer and higher level, especially if your party doesn't have 4+ characters involved. However, I wouldn't necessarily plan your build out to 20th-level based on this adventure module. Doesn't look like it should change your progression plan very much, but I wanted to point that out in case you start planning otherwise.
I found out the other player is now thinking of going Paladin. This is making me think about going Hex/lore bard.
I spell Goodly.
In the end it doesn't really matter. Play what you think will be fun.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Personally I have always like Gish from back in the Old day when playing a Elf was your race and class in one. The thing is it is going to be such a small group and I want my son's (he is 18 but never DM) time as a DM to go well.
I spell Goodly.
If this is the case then keep it simple. Don't throw a lot of extra rules regarding class abilities at him.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
2 Hex warlock/X lore bard is a really good combination. The character will cover needed skills and a wide range of spell casting. You can do very reasonable ranged damage falling back on agonizing blast. I would likely tend to go 3 bard/ 2 warlock by level 5 but it does delay spell progression.
Other options could be hex warlock/sorcerer using either divine soul or one of the other sorcerer options - the one's in Tasha's have expanded spells known which might be very useful for playing CoS and adding flexibility to the character.
However, having a third player or a regular NPC like a melee cleric would probably help a lot.