Cleric has always been the best choice mechanically for a party. Since 3rd edition for certain.
I'm surprised by Bard and, especially, Artificer as numbers 2 and 3. I suppose a group of Bards could be a traveling band which could be amusing 🤔 but a group of Artificers?
For my wistful pick, I always wanted to play/run a party of all fighters. Ex soldiers and mercenaries like The Black Company.
Cleric is the obvious choice. It gets more love than the wizard in terms of subclass diversity.
Bard is a solid choice, but must be for memes. Granted it does have a couple martial-esque subclasses and is overall very versatile.
Artificer honestly makes sense if you think about it. The class is already a sturdy support class with party buffs via infusions that can almost rival the paladin. Then when you look at subclasses, you have even more support/buff specialist, high AC tank, ranged blaster, and melee striker with a second pool of HP to chew through.
Yeah, and I'd rather be in an all sorc party before an all fighter or all rogue party too (not that there is anything wrong with those classes, they are great, the just don't have the role diversity to form what I consider a balanced party).
Yeah, and I'd rather be in an all sorc party before an all fighter or all rogue party too (not that there is anything wrong with those classes, they are great, the just don't have the role diversity to form what I consider a balanced party).
I think an all Rogue party would be much more diverse than an all Sorcerer party. A Thief Rogue with the Healer feat could rival a Cleric with the ability to basically upcast Cure Wounds as a bonus action and will also get the ability to use any magic item regardless of class requirements. An Arcane Trickster brings some magic to the party, a Mastermind or Inquisitive makes a good face, and Soulknife can pump out tons of Psychic damage that is almost never resisted/negated.
Sorcerers have the spells they know and that's that. The Divine Soul gets some healing, but they have 0 armor (unless they all take Mage Armor), no way to deal physical damage (aside from 5 weapons), and piddly HP due to that d6 hit die.
Dragon blood sorcerers get extra HP and AC. They dont have many weapons true, but luckily non-magic damage is not a requirement at all, and there is always blade cantrips or shocking grasp for melee.
And rogues get no healing besides feats that are available to every class (so not an argument for rogues) or a thief with a few specific magic items granted by DM. If we are counting feats and magic items, look at that suddenly all sorcerers have martial weapons and good AC and HP.
And honestly, a few less HP isn't too much of an issue in a party of ranged blasters that will KO most of an encounter in a single round and likely from out of melee range.
Clerics are great in parties with very few players, because they are kind of jack-of-all-trades, master-of-none. While clerics are full spellcasters with a good mix of utility, damage, and support spells, most clerics can wear heavy armor and several cleric subclasses can wield martial weapons. That way, you are a spellcaster that can also play a pseudo-tank if your party lacks a barbarian, fighter, or paladin. Paladins are also helpful in this scenario, because they are a beefy warrior with healing abilities and limited spellcasting. It makes a good alternative to a fighter or barbarian if your party needs more healing or magic.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
I've jotted down some notes about an all-barbarian party. It would only be for a short 2-6(ish) level adventure, but it could be fun.
Giving some free magic themed feats could also help make things interesting.
Basically, a tribe in the north has an artifact that protects it from periodic flooding. The artifact is stolen, and a party of young barbarians are sent to recover the artifact.
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Cleric is the obvious choice. It gets more love than the wizard in terms of subclass diversity.
Bard is a solid choice, but must be for memes. Granted it does have a couple martial-esque subclasses and is overall very versatile.
Artificer honestly makes sense if you think about it. The class is already a sturdy support class with party buffs via infusions that can almost rival the paladin. Then when you look at subclasses, you have even more support/buff specialist, high AC tank, ranged blaster, and melee striker with a second pool of HP to chew through.
Barbarian and Sorcerer
0% poor fellas
Yeah, and I'd rather be in an all sorc party before an all fighter or all rogue party too (not that there is anything wrong with those classes, they are great, the just don't have the role diversity to form what I consider a balanced party).
Druid
Moon Druid - Frontline
Wildfire Druid - Blaster
Dreams Druid - Healer
Mountain Land Druid - Filling the gaps. Need more tanking? Summon stuff. More blasting? Lighting bolt or Call Lighting.
Honestly, with wild shape, Tasha's optional companion and access to spells such as enhance ability Druids have everything.
All of them heal, as well. Considering a start at lv 3, that would be my pick.
Dragon blood sorcerers get extra HP and AC. They dont have many weapons true, but luckily non-magic damage is not a requirement at all, and there is always blade cantrips or shocking grasp for melee.
And rogues get no healing besides feats that are available to every class (so not an argument for rogues) or a thief with a few specific magic items granted by DM. If we are counting feats and magic items, look at that suddenly all sorcerers have martial weapons and good AC and HP.
And honestly, a few less HP isn't too much of an issue in a party of ranged blasters that will KO most of an encounter in a single round and likely from out of melee range.
Clerics are great in parties with very few players, because they are kind of jack-of-all-trades, master-of-none. While clerics are full spellcasters with a good mix of utility, damage, and support spells, most clerics can wear heavy armor and several cleric subclasses can wield martial weapons. That way, you are a spellcaster that can also play a pseudo-tank if your party lacks a barbarian, fighter, or paladin. Paladins are also helpful in this scenario, because they are a beefy warrior with healing abilities and limited spellcasting. It makes a good alternative to a fighter or barbarian if your party needs more healing or magic.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
I've jotted down some notes about an all-barbarian party. It would only be for a short 2-6(ish) level adventure, but it could be fun.
Giving some free magic themed feats could also help make things interesting.
Basically, a tribe in the north has an artifact that protects it from periodic flooding. The artifact is stolen, and a party of young barbarians are sent to recover the artifact.