Hello! Me and my friend are creating characters for our next campaign. he is playing loxodon-alternative fighter. I am playing goblin. Based on our story, we've been cursed. I can't walk without him. I can stand, i can fall, but i can't walk. If any other creature tries to carry me, he can't move either. Only loxodon can carry me, that's why I'm almost always sitting on his shoulders. I don't wanna create healer-mage class like cleric, cause i wanna be melle. I wanna jump from his shoulders into the fight and kill everyone with something like short blade. (Monk in this situation would be the perfect choice, but he can't heal much, so...)
Clerics can be quite effective in melee, even if you need to boost your damage output with spells, you might not have as many attacks or hit as hard as a fighter but with a spiritual weapon with your bonus action ans spirit guardians damaging all enemies close to you your doing great.
However Paladin is probably what you are looking for, lay on hands can do an big chunck of healing with a single action (often more than any spell a cleric at that level could provide) and you also get access to healing spells, though as a half caster you will have less spells and at a lower level. Paladin are most well known for their smites they can do immense amounts of damage on a single turn (though doing so will use a huge chunck of their resources)
I also think that Paladin is the best class for this... basically any subclass would work. But if you are interested in Monk, basically your only option is to play Way of Mercy... it gives you a healing touch feature you can spend Ki points on. You also get proficiency in Medicine and an Herbalism Kit, which you can use to craft Potions of Healing in your downtime, but overall it's still going to be a less effective melee-healer than a Paladin would be.
I think the biggest problem with trying to be a Monk with the concept you presented is, if your character literally can't walk without being in direct contact with your Loxodon friend, then you won't be able to take advantage of your extreme mobility. A Monk that's stuck sitting on another, bigger guy's shoulder all day is not going to be able to do half of the cool monk things.
I'll probably take paladin, but problem with this class is that two-handed weapon and a heavy armor doesn't really fit my character :(
You don't necessarily need to use two-handed weapons or heavy armor just because you're playing as a Paladin. Keep in mind that a Paladin is proficient in all of Light, Medium, and Heavy armor. You don't even need a high STR to play as a Paladin as long as you're not planning to multiclass. So you could still play as a High-Dex character in Light Armor wielding a whip and still get all the benefits of being a Paladin.
The "small guy who hops off his larger friend's shoulders into combat and just stands in one place swinging" sounds more like a barbarian than a monk to me, tbh
You can add some healing in via feats -- Healer obviously, or Magic Initiate, or even Gift of the Metallic Dragon
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I'll probably take paladin, but problem with this class is that two-handed weapon and a heavy armor doesn't really fit my character :(
Paladin offers several fighting styles that can fit your build that don't require the heavy armor or two-handed weapons:
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
and there is this optional style if your DM allows it:
Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
All the of above should work fine with a scimitar and shield combination.
Goblin already chosen. self imposed mobility limitations restricting to melee. concept based around martial melee combat with a one handed blade with healing healing capabilities working with a loxodon fighter.
goblin racial ability to hide and disengage will be largely unusable due to mobility restrictions.
emphasis away from cleric or full casting.
healer feat is an option depending on your campaign and starting levels.
way of mercy monk could be useful with its melee healing abilities. You also have the ability to debuff the enemy both of you are focusing on.
battlesmith has arcane jolt that could be effective and has versatility built in. Sentinel feat combined with jolt to potentially provide off turn healing at a more advantageous time. Your artificer reactions can help, along with your pet granting disadvantage for an attack targeting on of you. Heroism providing continued temporary hitpoints replenishment each round can be quite effective and you’d have the constitution save to maintain concentration. Steel defender could be your failed attempts to create mobility but unable to control overcome the curse.
being a dex based ranger with 1 lvl of life domain cleric can boost up your good berries which will be limited by half caster slot progression. Dex allows you to get a bit of damage in from range while your loxodon closes distance or creates it if you need to re-maneuver. Pass without trace support since your both stuck together.
if your hellbent on no magic I recommend getting medicine proficiency or healing kits. Kits stabilize as an action without a check and have 10 uses. Successful DC 10 Medicine check does the same thing as an action if no other healing is available.
as a homebrew option, if you go artificer alchemist and swap out the level 5 feature for extra attack with intelligence like the armorer or battlesmith i think you’d be good to go.
Short answer: sure you can homebrew anything. You can enhance healer ktis to provide out of combat healing, and provide some way to craft throw-able healing potions for in combat healing, and then just be a rouge.
But.... you can simply be a dex-paladin, wear medium armor with dex based weapon and flavor everything about a paladin to fit. Instead of smite/heals coming from divine power you can just change the flavor that it is the power of nature that your goblin shaman taught you how to tap into as some sort of druid like thing. Your fighting style of "dueling" to get your +2 can be flavored as goblin tenacity and viciousness proving you the ability to see the chinks in armor with small weapons. You can change the flavor of the class to match what you want for your theme and avoid having to homebrew and balance a new class made up on the spot. But, yeah you CAN home-brew a rouge-healer and do whatever you want and work with your DM to balance it for your campaign. The more experience your DM is, the more willing and easier it will be to do this. As a new DM they might have an easier life if you re-flavor rather than re-invent. So... you know talk to your DM.
Rogue makes sense only if your DM allows you to hide behind your Loxodon ally. Normally the ability to hide behind another creature is limited to Lightfoot Halflings, but it does feel like something a Goblin could realistically do, especially with a creature as big as a Loxodon. I do think that playing a thief with the Healer feat will be enough healing to at least keep your buddy alive.
The thing I don't like about Goblin Rogues, despite them being such a popular choice of class for Goblins, is the fact that Goblins can already disengage or hide as a bonus action just as a racial feat. So if you play as a Rogue that becomes completely redundant.
A character can only benefit from a healing kit’s heal once per short or long rest. The heal is also quite small. It’s not enough to fully restore a fighter’s HP unless they’ve made the terrible choice to dump Con, not even at level 1 when it’s as strong as it will ever be relative to the character’s HP pool. I do agree that it is possible to play this edition with only light healing ability but this is usually achieved through clever tactics and positioning, by skirmishing and taking advantage of ranged attacks. I just don’t think it’s going to be enough in a situation where two melee based characters want to stand there and smash things while being smashed themselves because the goblin can only be carried around. You need all the beef and heals you can get when your strategy boils down to being the toughest dudes around. If you suspect a monk is inadequate, how can the Healer feat alone possibly be enough? Paladin is your best bet here.
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Hello! Me and my friend are creating characters for our next campaign. he is playing loxodon-alternative fighter. I am playing goblin.
Based on our story, we've been cursed. I can't walk without him. I can stand, i can fall, but i can't walk. If any other creature tries to carry me, he can't move either. Only loxodon can carry me, that's why I'm almost always sitting on his shoulders.
I don't wanna create healer-mage class like cleric, cause i wanna be melle. I wanna jump from his shoulders into the fight and kill everyone with something like short blade.
(Monk in this situation would be the perfect choice, but he can't heal much, so...)
If you got any ideas, please let me know!
P.S. Any homebrew class is welcome!
Clerics can be quite effective in melee, even if you need to boost your damage output with spells, you might not have as many attacks or hit as hard as a fighter but with a spiritual weapon with your bonus action ans spirit guardians damaging all enemies close to you your doing great.
However Paladin is probably what you are looking for, lay on hands can do an big chunck of healing with a single action (often more than any spell a cleric at that level could provide) and you also get access to healing spells, though as a half caster you will have less spells and at a lower level. Paladin are most well known for their smites they can do immense amounts of damage on a single turn (though doing so will use a huge chunck of their resources)
.
I second Jegpeg, that you want Paladin. Smite it to death, and heal you/friend with any remaining spell slots.
I also think that Paladin is the best class for this... basically any subclass would work. But if you are interested in Monk, basically your only option is to play Way of Mercy... it gives you a healing touch feature you can spend Ki points on. You also get proficiency in Medicine and an Herbalism Kit, which you can use to craft Potions of Healing in your downtime, but overall it's still going to be a less effective melee-healer than a Paladin would be.
I think the biggest problem with trying to be a Monk with the concept you presented is, if your character literally can't walk without being in direct contact with your Loxodon friend, then you won't be able to take advantage of your extreme mobility. A Monk that's stuck sitting on another, bigger guy's shoulder all day is not going to be able to do half of the cool monk things.
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yep, can't use monk's additional speed.
I'll probably take paladin, but problem with this class is that two-handed weapon and a heavy armor doesn't really fit my character :(
You don't necessarily need to use two-handed weapons or heavy armor just because you're playing as a Paladin. Keep in mind that a Paladin is proficient in all of Light, Medium, and Heavy armor. You don't even need a high STR to play as a Paladin as long as you're not planning to multiclass. So you could still play as a High-Dex character in Light Armor wielding a whip and still get all the benefits of being a Paladin.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
The "small guy who hops off his larger friend's shoulders into combat and just stands in one place swinging" sounds more like a barbarian than a monk to me, tbh
You can add some healing in via feats -- Healer obviously, or Magic Initiate, or even Gift of the Metallic Dragon
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Paladin offers several fighting styles that can fit your build that don't require the heavy armor or two-handed weapons:
and there is this optional style if your DM allows it:
All the of above should work fine with a scimitar and shield combination.
Goblin already chosen.
self imposed mobility limitations restricting to melee.
concept based around martial melee combat with a one handed blade with healing healing capabilities working with a loxodon fighter.
goblin racial ability to hide and disengage will be largely unusable due to mobility restrictions.
emphasis away from cleric or full casting.
healer feat is an option depending on your campaign and starting levels.
way of mercy monk could be useful with its melee healing abilities. You also have the ability to debuff the enemy both of you are focusing on.
battlesmith has arcane jolt that could be effective and has versatility built in. Sentinel feat combined with jolt to potentially provide off turn healing at a more advantageous time. Your artificer reactions can help, along with your pet granting disadvantage for an attack targeting on of you. Heroism providing continued temporary hitpoints replenishment each round can be quite effective and you’d have the constitution save to maintain concentration. Steel defender could be your failed attempts to create mobility but unable to control overcome the curse.
being a dex based ranger with 1 lvl of life domain cleric can boost up your good berries which will be limited by half caster slot progression. Dex allows you to get a bit of damage in from range while your loxodon closes distance or creates it if you need to re-maneuver. Pass without trace support since your both stuck together.
if your hellbent on no magic I recommend getting medicine proficiency or healing kits. Kits stabilize as an action without a check and have 10 uses. Successful DC 10 Medicine check does the same thing as an action if no other healing is available.
as a homebrew option, if you go artificer alchemist and swap out the level 5 feature for extra attack with intelligence like the armorer or battlesmith i think you’d be good to go.
what do you think about something like rogue-thief with healer feat?
I could heal my loxodon using bonus action.
I really like rogue, it fits my character very well. if there's any homebrew archetype, which will make rogue healer, I'll be very happy
Short answer: sure you can homebrew anything. You can enhance healer ktis to provide out of combat healing, and provide some way to craft throw-able healing potions for in combat healing, and then just be a rouge.
But.... you can simply be a dex-paladin, wear medium armor with dex based weapon and flavor everything about a paladin to fit. Instead of smite/heals coming from divine power you can just change the flavor that it is the power of nature that your goblin shaman taught you how to tap into as some sort of druid like thing. Your fighting style of "dueling" to get your +2 can be flavored as goblin tenacity and viciousness proving you the ability to see the chinks in armor with small weapons. You can change the flavor of the class to match what you want for your theme and avoid having to homebrew and balance a new class made up on the spot. But, yeah you CAN home-brew a rouge-healer and do whatever you want and work with your DM to balance it for your campaign. The more experience your DM is, the more willing and easier it will be to do this. As a new DM they might have an easier life if you re-flavor rather than re-invent. So... you know talk to your DM.
Rogue makes sense only if your DM allows you to hide behind your Loxodon ally. Normally the ability to hide behind another creature is limited to Lightfoot Halflings, but it does feel like something a Goblin could realistically do, especially with a creature as big as a Loxodon. I do think that playing a thief with the Healer feat will be enough healing to at least keep your buddy alive.
The thing I don't like about Goblin Rogues, despite them being such a popular choice of class for Goblins, is the fact that Goblins can already disengage or hide as a bonus action just as a racial feat. So if you play as a Rogue that becomes completely redundant.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
A character can only benefit from a healing kit’s heal once per short or long rest. The heal is also quite small. It’s not enough to fully restore a fighter’s HP unless they’ve made the terrible choice to dump Con, not even at level 1 when it’s as strong as it will ever be relative to the character’s HP pool. I do agree that it is possible to play this edition with only light healing ability but this is usually achieved through clever tactics and positioning, by skirmishing and taking advantage of ranged attacks. I just don’t think it’s going to be enough in a situation where two melee based characters want to stand there and smash things while being smashed themselves because the goblin can only be carried around. You need all the beef and heals you can get when your strategy boils down to being the toughest dudes around. If you suspect a monk is inadequate, how can the Healer feat alone possibly be enough? Paladin is your best bet here.