The main thing is you play a character you will enjoy playing but if you are looking to purely balance the party I would say it looks ot be melee focused and lacking an intelligence based character (there are a lot of useful int based skills)
Therefore if you want ot play an int based ranged character your options would be wizard (any suclass except bladesinger) and artificer (you can play any subclass ranged but battle smith has a melee steel defender so might not be the best option).
Agree with Jegpeg there, play a character you want to play for sure. Party looks to have more than enough of "the things" it needs to thrive. If you don't care about a specific character class at all, a few options kind of jump out, tied directly to the "missing link" as it were.
Your group is short Arcane magic and Intelligence based class. While the Cleric and Druid likely cover those roles well enough, it's a niche you could fill and maybe take some of the load off them. A Wizard is the obvious choice, unless your table likes Artificer (our table doesn't use them at all) and you could make a Sorcerer with high Intelligence and grab some Int based skills too. Bard would be an interesting support class, making everyone a bit better and playing skill monkey due to getting Expertise in some stuff and ok to great at all the rest lol.
I find usually these kind of threads are showing a big gap, or missing something in the existing group. This mix, however, seems pretty well rounded and should have everything they need for success now, so whatever you bring will be helpful and no doubt find a spot they fit well.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
If you want to fill a role that this group could use; play an Arcane Trickster. You could make INT your second best stat, and take any skills (Arcana, Investigation) that maybe the group needs. You also have access to some Wizard spells. But your group seems melee focused, and I'd think you wouldn't want to be the outlier. You have Sneak Attack, and plenty of options to handle yourself in combat. But a stealthy PC that has access to some Wizard spells would fit nicely in this group.
The party is solid, so it is less about filling a role and more about finding something to contribute. A quick glance makes me think they might be lacking in utility/general purpose magic/features. They have a LOT of melee capable classes, so a ranged build would be good too.
For the above reasons I suggest any wizard except bladesinging, artillerist/alchemist artificer, lore/eloquence/creation/spirits bard, or any non-assassin rogue (I get the sense that ambushes will be difficult).
This looks like a great party to bust out a "God wizard" build (if you do everything right, no one will know you did anything at all). Instead of damaging spells, use debuffs and wall spells to let the rest of the party tear through enemies even easier (basically any wizard except bladesinging, evocation, and war mage fit the bill).
I want to double down on socon's suggestion for Arcane Trickster. Your group has a good number of spellcasters, who can cover you in a lot of challenges, but you're still lacking a proper "skill monkey"... nobody to pick locks, nobody with innate stealth skills, and nobody likely to have solid INT for things like Arcana checks. An Arcane Trickster covers those blind spots perfectly... the main challenge is whether you'll use your Expertises to become ultra-reliable in the things you're good at, or use the expertises to make yourself still reliable for any features that you might not have the pure stats to back up.
That said... this team is already very well balanced and is also fairly large, so you're covered with most challenges your group will face. This gives you a lot of freedom to experiment... you can create a fun gimmick character that might be a weird multiclass, or you could pick a subclass you just really want to play but just never had a chance for in the past.
While the arguments for Arcane Trickster are all good, I will second Artificer, and specifically an Armorer. You’ll probably want to be in Infiltrator mode much of the time and go ranged. Artificers can handle lots of skills, including thieves tools, so you can be in place of a Rogue like the Arcane Trickster. With that armor, you can be the scout and skill monkey, which are the main things the group is lacking. You won’t be as much of a DPR threat as a Rogue, but your team isn’t hurting for damage dealers.
You can also serve as a backup healer in case your cleric goes down while your Moon Druid isn’t there or is wild shaped. The other characters need healing potions or the Healer feat. Alternatively, you can use Guardian armor and punch any threats against the cleric to give them disadvantage.
Given that it will be a 6th char, and there is already a wildly OP Twilight Cleric in the group, there will be zero issues with simply using Action Economy to overwhelm anything the DM can throw at the group. The player in question should just play what they want, but if that player wants to shine as bright as the Moon Druid or Cleric, play a Wizard.
The twilight cleric is not wildly OP. At least not at level 6.
It is a little stronger than several other domains, but it peaks at level 9 as far as what could be stronger than possible with any other sub/class. Then at level 10 it evens out to what other classes are capable of.
Hmm, as I'm new(kinda) to D&D in general, take my thoughts with a grain of salt. In my opinion, another support or a utility couldn't hurt, but as people have said, The party is pretty well balanced already, so you can play anything you want to.
If you're mostly looking for boxes to check when it comes to party balance, count me as another vote for Arcane Trickster. You're light on arcane "blasting" and Tricksters are mostly Illusion/Enchantment magic, so if you want to add more boom to your party I'd say maybe multiclass with Wizard. Because in the words of the great Harry Dresden, "Nothing cuts through BS like a proper fireball" :)
You dont have a sorceror or wizard, I think that would round out the party well, seeing as you got the front line covered with the fighter and the barbarian.
Hi,
our party currently is at lvl 6.
The other players are:
Dwarven Barbarian (Path of Wild Magic)
Dragonborn Hexblade
Human Twilight Cleric
Half Elf Champion Fighter
Water Genasi Moon Druid (Is joining occasionly)
What do you think what class/subclass should an additional PC be to round up the group?
Best regards
The main thing is you play a character you will enjoy playing but if you are looking to purely balance the party I would say it looks ot be melee focused and lacking an intelligence based character (there are a lot of useful int based skills)
Therefore if you want ot play an int based ranged character your options would be wizard (any suclass except bladesinger) and artificer (you can play any subclass ranged but battle smith has a melee steel defender so might not be the best option).
Agree with Jegpeg there, play a character you want to play for sure. Party looks to have more than enough of "the things" it needs to thrive. If you don't care about a specific character class at all, a few options kind of jump out, tied directly to the "missing link" as it were.
Your group is short Arcane magic and Intelligence based class. While the Cleric and Druid likely cover those roles well enough, it's a niche you could fill and maybe take some of the load off them. A Wizard is the obvious choice, unless your table likes Artificer (our table doesn't use them at all) and you could make a Sorcerer with high Intelligence and grab some Int based skills too. Bard would be an interesting support class, making everyone a bit better and playing skill monkey due to getting Expertise in some stuff and ok to great at all the rest lol.
I find usually these kind of threads are showing a big gap, or missing something in the existing group. This mix, however, seems pretty well rounded and should have everything they need for success now, so whatever you bring will be helpful and no doubt find a spot they fit well.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
If you want to fill a role that this group could use; play an Arcane Trickster. You could make INT your second best stat, and take any skills (Arcana, Investigation) that maybe the group needs. You also have access to some Wizard spells. But your group seems melee focused, and I'd think you wouldn't want to be the outlier. You have Sneak Attack, and plenty of options to handle yourself in combat. But a stealthy PC that has access to some Wizard spells would fit nicely in this group.
I'd say wizard, artificer, bard, or rogue.
The party is solid, so it is less about filling a role and more about finding something to contribute. A quick glance makes me think they might be lacking in utility/general purpose magic/features. They have a LOT of melee capable classes, so a ranged build would be good too.
For the above reasons I suggest any wizard except bladesinging, artillerist/alchemist artificer, lore/eloquence/creation/spirits bard, or any non-assassin rogue (I get the sense that ambushes will be difficult).
This looks like a great party to bust out a "God wizard" build (if you do everything right, no one will know you did anything at all). Instead of damaging spells, use debuffs and wall spells to let the rest of the party tear through enemies even easier (basically any wizard except bladesinging, evocation, and war mage fit the bill).
I want to double down on socon's suggestion for Arcane Trickster. Your group has a good number of spellcasters, who can cover you in a lot of challenges, but you're still lacking a proper "skill monkey"... nobody to pick locks, nobody with innate stealth skills, and nobody likely to have solid INT for things like Arcana checks. An Arcane Trickster covers those blind spots perfectly... the main challenge is whether you'll use your Expertises to become ultra-reliable in the things you're good at, or use the expertises to make yourself still reliable for any features that you might not have the pure stats to back up.
That said... this team is already very well balanced and is also fairly large, so you're covered with most challenges your group will face. This gives you a lot of freedom to experiment... you can create a fun gimmick character that might be a weird multiclass, or you could pick a subclass you just really want to play but just never had a chance for in the past.
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While the arguments for Arcane Trickster are all good, I will second Artificer, and specifically an Armorer. You’ll probably want to be in Infiltrator mode much of the time and go ranged. Artificers can handle lots of skills, including thieves tools, so you can be in place of a Rogue like the Arcane Trickster. With that armor, you can be the scout and skill monkey, which are the main things the group is lacking. You won’t be as much of a DPR threat as a Rogue, but your team isn’t hurting for damage dealers.
You can also serve as a backup healer in case your cleric goes down while your Moon Druid isn’t there or is wild shaped. The other characters need healing potions or the Healer feat. Alternatively, you can use Guardian armor and punch any threats against the cleric to give them disadvantage.
The twilight cleric is not wildly OP. At least not at level 6.
It is a little stronger than several other domains, but it peaks at level 9 as far as what could be stronger than possible with any other sub/class. Then at level 10 it evens out to what other classes are capable of.
Hmm, as I'm new(kinda) to D&D in general, take my thoughts with a grain of salt. In my opinion, another support or a utility couldn't hurt, but as people have said, The party is pretty well balanced already, so you can play anything you want to.
If you're mostly looking for boxes to check when it comes to party balance, count me as another vote for Arcane Trickster. You're light on arcane "blasting" and Tricksters are mostly Illusion/Enchantment magic, so if you want to add more boom to your party I'd say maybe multiclass with Wizard. Because in the words of the great Harry Dresden, "Nothing cuts through BS like a proper fireball" :)
You dont have a sorceror or wizard, I think that would round out the party well, seeing as you got the front line covered with the fighter and the barbarian.
Either way, the party looks pretty sturdy.
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