This is a place to share any ideas for a synergistic party.
Some examples I've seen are:
3 horse riders with lances and mounted combatant charging as a group into battle with pole arm master to get the most attacks while using any class abilities (paladins and fighters) to either get more attacks or empower them.
Or a a phalanx of shield master + sentinel + polearms + maybe polearm master (I know thats a lot of feats) who move together to lock down and shove enemies so that they are always confused and too far away
Rollback Post to RevisionRollBack
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Anything that helps Rogues and Paladins get more attacks. Bards using a strategic Dissonant Whispers, and Order Cleric using Voice of Authority, or a Battle Master using Commander's Strike.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
If you've got archers with Sharpshooter or frontliners with Great Weapon Master, finding ways to give them Advantage will make them love you :) Spells like Faerie Fire, or spells that impose the Restrained/Paralyzed conditions like Entangle, Hold Person/Monsters, etc. For the GWM frontliners, there's always Flanking of course. And to make those Saving Throws even harder for your enemies, spells like Mind Sliver and Bane can be lots of fun.
Low hp gish-type, like a bladesinger or an arcane trickster, who uses Shadowblade, and a twilight Cleric that always makes sure it is dim light so they have advantage and that they have temp hp and darkvision so can see fine and enemies might (if no darkvision) have disadvantage to see/attack them in return.
Any caster who uses polymorph properly to save low hp teammates and keep them in the fight as massive raging beasts.
Wildfire druid who drops spike growth and the uses his BA every round to teleport his teammates around for reposition in the area, so they can move, and then the team uses repositioning abilities, repelling blasts, thorn whips, telekinetic feat, shield master, etc to grind up the enemy in the area.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Well, making the most out of the action economy, which usually means making good use of bonus actions and reaction every round. Adding a bonus to rolls, without the use of a concentration (spell) and getting advantage to you / your allies, whiles debuffing the enemy. Quite a few things can be created with "darkness", because ones ability to see in darkness over the inability of you foes (darkvision, blindsight, Sorc's Eyes of the dark, Faeriefire etc.). Pack tactics and minions work well, too (but slow down comabt a lot).
A high level monk in the aura of a high level paladin has +11 to every save before stats or items. An artificer in the same aura can have +11 to every save before even factoring in proficiencies as well.
Peace Cleric's Emboldening Bond + Bless is so good that most people ban it.
Peace Cleric's Emboldening Bond + Bless is so good that most people ban it.
Speaking of Peace Cleric, their Protective Bond ability combines super well with anyone who can dump out AOE temp HP, because letting your party zip around and voluntarily take hits for one another gets silly when everyone has a full battery of temp HP to burn. Totally prevents enemies from 'focus firing' someone. Synergy with Twilight cleric here is off the charts.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
This is a place to share any ideas for a synergistic party.
Some examples I've seen are:
3 horse riders with lances and mounted combatant charging as a group into battle with pole arm master to get the most attacks while using any class abilities (paladins and fighters) to either get more attacks or empower them.
Or a a phalanx of shield master + sentinel + polearms + maybe polearm master (I know thats a lot of feats) who move together to lock down and shove enemies so that they are always confused and too far away
Those are great until someone throws up a hypnotic pattern and you wish you’d spread out more.
Hexblade/etc w/ upcast armor of agathys and a fighter/etc ally with interception fighting style.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
A party where everyone is Barbarian (Zealot) 3/Cleric (Life) 17. They are all full casters with the best healing loadout in the game (courtesy of Life Domain), they can all tank (Barbarian + Life Domain's heavy armor proficiency), and they can all raise each other from the dead for free (Zealot + revivify, raise dead, resurrection, true resurrection.
A party where one person casts hold person (or monster) and the other people are Rogues and/or Paladins. It's even better if you have a Grave Domain Cleric
A party where one person casts hold person (or monster) and the level 14+ Evoker upcasts Jim's magic missile to 5th level and uses Overchannel for max force damage on an auto-crit (from standing within 5 ft. of the target). (That's 7*5d4 = 35*4 = 140 force damage. A Grave Domain Cleric can double it, too.)
All Paladins (stacked Auras of Protection could give everyone bonuses of over +20 to every saving throw if you focus on Charisma).
All Bards (your party succeeds on literally every ability check).
All Paladins (stacked Auras of Protection could give everyone bonuses of over +20 to every saving throw if you focus on Charisma).
Same-name-effects don't stack, you just take the strongest of them. This would apply to multiple Aura of Protections.
It's still be a neat combo to have more than one paladin since you could cover your whole team more easily. But only the stronger one applies where they overlap.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
All Paladins (stacked Auras of Protection could give everyone bonuses of over +20 to every saving throw if you focus on Charisma).
Same-name-effects don't stack, you just take the strongest of them. This would apply to multiple Aura of Protections.
It's still be a neat combo to have more than one paladin since you could cover your whole team more easily. But only the stronger one applies where they overlap.
Somehow I thought that only applied to spells…. Anyway, everyone being a different subclass would give a bunch of different (and awesome) buffs.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
a glory paladin built to grapple, and a caster that can use spike growth.
Since glory paladins have higher move speed and access to haste, and can carry an abnormal amount of weight via their channel divinity, they can grapple and drag enemies along the spikes. cheese grater style.
rogues alongside a character who can knock enemies prone - battlemasters with trip attack, psi warriors, open hand monks, or anyone with the shield master feat.
similarly, anyone with features that let them push or move opponents around - psi warriors, open hand monks, characters with the telekinetic feat - working with spellcasters using area effects like spirit guardians, wall of fire, or moonbeam.
two casters, one casting bless on their friends and one casting slow on their enemies.
Anything that helps Rogues and Paladins get more attacks. Bards using a strategic Dissonant Whispers, and Order Cleric using Voice of Authority, or a Battle Master using Commander's Strike.
Noting, for those who might not see it, that a Rogue gets Sneak Attack once per turn, not once per round. That means you get it again if you use your reaction to make an attack in someone else's turn.
Anything that helps Rogues and Paladins get more attacks. Bards using a strategic Dissonant Whispers, and Order Cleric using Voice of Authority, or a Battle Master using Commander's Strike.
Noting, for those who might not see it, that a Rogue gets Sneak Attack once per turn, not once per round. That means you get it again if you use your reaction to make an attack in someone else's turn.
And Paladins can Divine Smite anytime they land a melee weapon attack, so anyone giving them more chances to hit also helps lay down the hurt.
Ooh, the Purple Dragon Knight 10th level ability also allows allies to make an attack on a Reaction and at level 18 it lets two allies do so. Imagine a PDK Fighter, a Rogue, and a Paladin all ganging up on a boss and the PDK allows them to unleash their off turn attacks. Nasty.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Anything that helps Rogues and Paladins get more attacks. Bards using a strategic Dissonant Whispers, and Order Cleric using Voice of Authority, or a Battle Master using Commander's Strike.
Noting, for those who might not see it, that a Rogue gets Sneak Attack once per turn, not once per round. That means you get it again if you use your reaction to make an attack in someone else's turn.
A order cleric that snags silvery barbs somehow, either through multiclassing or just the fey touched feat, could grant an ally an attack on their turn for their normal spellcasting actions (probably pally or whatever), then on another turn when they barbs something they could toss that advantage right onto the rogue too, letting them also get a free reaction attack that all but guarantees sneak attack damage regardless of positioning. That's 2 allies getting reaction attacks per round while you can maintain slots to burn, and the rogue's being at advantage for sneak.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
This is a place to share any ideas for a synergistic party.
Some examples I've seen are:
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Anything that helps Rogues and Paladins get more attacks. Bards using a strategic Dissonant Whispers, and Order Cleric using Voice of Authority, or a Battle Master using Commander's Strike.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
If you've got archers with Sharpshooter or frontliners with Great Weapon Master, finding ways to give them Advantage will make them love you :) Spells like Faerie Fire, or spells that impose the Restrained/Paralyzed conditions like Entangle, Hold Person/Monsters, etc. For the GWM frontliners, there's always Flanking of course. And to make those Saving Throws even harder for your enemies, spells like Mind Sliver and Bane can be lots of fun.
Low hp gish-type, like a bladesinger or an arcane trickster, who uses Shadowblade, and a twilight Cleric that always makes sure it is dim light so they have advantage and that they have temp hp and darkvision so can see fine and enemies might (if no darkvision) have disadvantage to see/attack them in return.
Any caster who uses polymorph properly to save low hp teammates and keep them in the fight as massive raging beasts.
Wildfire druid who drops spike growth and the uses his BA every round to teleport his teammates around for reposition in the area, so they can move, and then the team uses repositioning abilities, repelling blasts, thorn whips, telekinetic feat, shield master, etc to grind up the enemy in the area.
Oh, and, recently: Anyone with silvery barbs.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Now I want to make a character named Silvery Barb.
Wolf Totem Barbarian granting advantage to his Rogue ally.
Mastermind Rogue using bonus action help to grant advantage to his Barbarian ally.
Kinda like Fafhrd and the Gray Mouser.
Behind every successful Warlock, there's an angry mob.
Well, making the most out of the action economy, which usually means making good use of bonus actions and reaction every round.
Adding a bonus to rolls, without the use of a concentration (spell) and getting advantage to you / your allies, whiles debuffing the enemy.
Quite a few things can be created with "darkness", because ones ability to see in darkness over the inability of you foes (darkvision, blindsight, Sorc's Eyes of the dark, Faeriefire etc.). Pack tactics and minions work well, too (but slow down comabt a lot).
A high level monk in the aura of a high level paladin has +11 to every save before stats or items. An artificer in the same aura can have +11 to every save before even factoring in proficiencies as well.
Peace Cleric's Emboldening Bond + Bless is so good that most people ban it.
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
Speaking of Peace Cleric, their Protective Bond ability combines super well with anyone who can dump out AOE temp HP, because letting your party zip around and voluntarily take hits for one another gets silly when everyone has a full battery of temp HP to burn. Totally prevents enemies from 'focus firing' someone. Synergy with Twilight cleric here is off the charts.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Those are great until someone throws up a hypnotic pattern and you wish you’d spread out more.
Hexblade/etc w/ upcast armor of agathys and a fighter/etc ally with interception fighting style.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
A party where everyone is Barbarian (Zealot) 3/Cleric (Life) 17. They are all full casters with the best healing loadout in the game (courtesy of Life Domain), they can all tank (Barbarian + Life Domain's heavy armor proficiency), and they can all raise each other from the dead for free (Zealot + revivify, raise dead, resurrection, true resurrection.
A party where one person casts hold person (or monster) and the other people are Rogues and/or Paladins. It's even better if you have a Grave Domain Cleric
A party where one person casts hold person (or monster) and the level 14+ Evoker upcasts Jim's magic missile to 5th level and uses Overchannel for max force damage on an auto-crit (from standing within 5 ft. of the target). (That's 7*5d4 = 35*4 = 140 force damage. A Grave Domain Cleric can double it, too.)
All Paladins (stacked Auras of Protection could give everyone bonuses of over +20 to every saving throw if you focus on Charisma).
All Bards (your party succeeds on literally every ability check).
There are a lot more even-more-insane combos.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Same-name-effects don't stack, you just take the strongest of them. This would apply to multiple Aura of Protections.
It's still be a neat combo to have more than one paladin since you could cover your whole team more easily. But only the stronger one applies where they overlap.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Somehow I thought that only applied to spells…. Anyway, everyone being a different subclass would give a bunch of different (and awesome) buffs.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
a glory paladin built to grapple, and a caster that can use spike growth.
Since glory paladins have higher move speed and access to haste, and can carry an abnormal amount of weight via their channel divinity, they can grapple and drag enemies along the spikes. cheese grater style.
rogues alongside a character who can knock enemies prone - battlemasters with trip attack, psi warriors, open hand monks, or anyone with the shield master feat.
similarly, anyone with features that let them push or move opponents around - psi warriors, open hand monks, characters with the telekinetic feat - working with spellcasters using area effects like spirit guardians, wall of fire, or moonbeam.
two casters, one casting bless on their friends and one casting slow on their enemies.
Noting, for those who might not see it, that a Rogue gets Sneak Attack once per turn, not once per round. That means you get it again if you use your reaction to make an attack in someone else's turn.
And Paladins can Divine Smite anytime they land a melee weapon attack, so anyone giving them more chances to hit also helps lay down the hurt.
Ooh, the Purple Dragon Knight 10th level ability also allows allies to make an attack on a Reaction and at level 18 it lets two allies do so. Imagine a PDK Fighter, a Rogue, and a Paladin all ganging up on a boss and the PDK allows them to unleash their off turn attacks. Nasty.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
A order cleric that snags silvery barbs somehow, either through multiclassing or just the fey touched feat, could grant an ally an attack on their turn for their normal spellcasting actions (probably pally or whatever), then on another turn when they barbs something they could toss that advantage right onto the rogue too, letting them also get a free reaction attack that all but guarantees sneak attack damage regardless of positioning. That's 2 allies getting reaction attacks per round while you can maintain slots to burn, and the rogue's being at advantage for sneak.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Maybe a party of lancer-horsemen paladins who are all a different subclass so that they could have several aura effects at once.
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"