I will be playing in a new campaign with some friends in the weeks to come and am having trouble picking a character. I normally play Wizards, but based on the groups dynamics I am looking at branching out and trying something different.
We will start at level 3 and currently the party is made up of a...Fire Genasi Eldritch Knight, Human (Variant) Kensei Monk, and a Blade Pact Warlock (Unsure of Race).
My original plan was to go high-elf Bladesinger, but we are pretty good on the Arcane and Melee front. Clearly we are missing a healer...just not sold on being a healbot.
We are doing a variant of the point-buy system, with 30 points instead of 27. All of the official printed material is allowed, no UA.
The story takes place in the Forgotten Realms, but much has changed. Basically a group of elven mages that reject the traditional elven way got control of the Sword Coast a hundred or so years ago, have destroyed Evermeet and are currently expanding east. So, elves are valued above all races in an RP sense, with Sun Elves at the pinnacle. Wizards are also seen as above the rest .
Our group will be working for this empire by basically clearing out these dangerous dungeons and collecting powerful artifacts before the resistance can get them.
"Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life. " -Drizzt Do'Urden
I would definetely recommend you take some class with healing abilities.
If you want to keep it interesting I would play a bard, gets healing abilities and has great utility + amazing role playing opportunities.
A cleric would obviously be the standard choice, but based on the ton of domains you could build a cleric with high powered destructive magic and could still have access to all healing spells.
Druid is always fun, simply because of beast shape and the large variety of spells.
If you think you don't need a healbot, maybe consider picking up a paladin and making him DEX / ranged based, to offset the melee focus. You can still offheal which could be all you need.
If you just really don't wanna play a healer, ask your DM if he is OK with making healing items such as potions cheaper or more readily available. Then you most likely won't need one.
Druids are amazing at higher levels as you can wild shape into anything you have come across, and can always do it so you can in theory wild shape endlessly as ones that form hits zero hp you go back to normal.
Bards are basically the jack of all trades class you're a Fighter, Mage, and theif at the same time you also get inspiration, and you can mess with others attacks with cutting words, you also get Vicious Mockery that does 1d4 psychic damage and gives disadvantage on their next attack
Ask any good DM and they'll tell you to play what you want no matter the party construction. They'll tailor the campaign to the group. If you really want to play a wizard then play a wizard. If you really want to balance out the party I'd say go with a Ranger, Bard, Druid, Paladin, or Cleric. Those 5 give you healing spells, if you want to branch out into healing. If you don't care about branching out into healing but still want range you could go with Ranger, Rogue (great for finding traps and disarming them plus sneak attack), or any spell caster. Not every adventuring party has a healer. Most adventuring parties are using missing at least 1 or more roles because not everybody wants to heal or be a meat shield or cast spells. Party balance is whatever works for your group and not what everybody says is a balanced party. I hope I was helpful. I'll just say play whatever you feel like playing and don't let party construction dictate it otherwise.
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Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
This looks close to a Princes campaign I joined, and I waffled between Druid/Circle of Dreams and a Tempest Cleric.
I also didn't want to be a heal bot, and I chose the Druid. Even though the Circle of Dreams screams healer I am having fun as a pure caster and doing a lot of damage.
But I agree with WeldingBear; play what you want. Yes some combinations have greater potential (rangers with druids for example). But even that isn't a requirement.
I'd look at dreams druid or celestial warlock if you want to cover that gap but not dedicate yourself to healing, use the subclass ability to heal as a bonus action when needed and focus on offensive or control casting otherwise. Probably prepare healing word in case things go off the rails but don't let the party know that ;)
Clerics can be a lot more than healbots in 5e. Sure, they can heal and buff, but that's not all they do. I found that I enjoyed the one I played more than I expected I would. My favorite domain is arcana. Light also looks very interesting (Clerics with fireballs...yes please). I note you have no rogue in your party; a trickery domain cleric might be nice also.
Another angle that might be worth looking at is Divine Soul sorcerer. If you can live with the low number of spells known, they get a smorgasbord of spells to choose from, having full access to the Cleric's spell list too, and you have proficiency in con spells to help with the concentration saves. I'm presently playing one and it's working out very nicely. In my current party, we have two co-DMs, one plays a cleric and the other a melee warlock when they are not DMing. When the Cleric is DMing, I slide into the support role, and even with just healing word we've never had any issues. I just spam cantrips and save my spell slots for support. Often I find that I don't even need to heal, and my hoarded spellslots are wasted. When the warlock is DMing, I can go into blaster mode, and use my spell slots more aggressively.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
If your original goal was to play a high elf bladesinger than a swords or valor bard would not be far off the mark and allow for some decent healing.
It feels strange saying it but I almost think bard is the best class in the game as far as power v flexibility goes.
Like everyone else has said, you should really play the character you want to play. I myself think clerics are pretty awesome but I would not recommend playing one if you aren't looking to be the party heal bot. Clerics are a lot more than that but ultimately they ARE support characters.
Druid is also a great compromise but I have found druids to be a better wizard replacement than a cleric replacement. Druids lack key spells like revivify and raise dead. Personally I would pick bard over druid if I were in your position.
Its forgotten realms and WGtE isnt out of playtest yet, but if your allowed warforged, take a warforged celestial pact warlock you dont need sleep and you have some base healing dice or ranged cantrips, when you get to a point thats not enough take 3 level in sorcerer and initiate god lock mode. (thats usually so far beyond appropriate in any game)
Shepherd druid, bear totem (temp hits) at start of day, turn into rat or mouse, take a short rest as the party travels whilst being carried by them. Regain totem. In combat use Unicorn totem and cast a healing spell with a spell slot - all friendlies in the 60' diameter totem are healed your druid level in hits - yup a cure wounds or healing word will heal everyone your level in hits. After combat take a short rest on someones shoulder or in a pocket as a mouse. Repeat unless you didnt need to heal but temp hits were used up, in which case bear totem and rest. This means you can use the remainder of your spells as you like, and at 6th your conjured animals are tougher and that totem heal will heal them as well - durable little devils.
Any character type - but a variant human and take the healer feat and bring healer kits - you can heal ( a bit ) and still do what else you like.
Bard. When in doubt, Bard. Then if the PC dies, decide on Bard again. If that doesn't suit your style, try Bard. Unless Cleric. Then Cleric. Always Cleric.
I get your desire not to be a healbot. Saying that, I am playing a Dragonborn Cleric of the Life Domain, as healbot as you can get. In contrast thought I have been one of the bigger damage dealers and tanks as well. Choosing the Life Domain at level 1 gave me access to chain mail. That is a juicy 18 AC, adding Shield of Faith to that makes it a rounded 20. This gives me a decent amount of tank early on. I have been able to get stuck right in front whilst the range characters pick off the enemy. Lightning dragon breath has been a blessing as well, allowing me to dispose of or at least damage a line of weaker enemies in one hit. Inflict wounds was a nice spell to add as well, 3d10 necrotic damage is great.
I suppose with a cleric you can go multiple ways. I am enjoying the fact that although i am set up to be a healbot I have still been able to get stuck in and deal damage as well.
We do have a druid and a paladin with some healing powers though if i do go down haha
You don't really have to be a Heal bot. You can use smart short rests and never need a healer. Spot healing is needed but any class that can take Healing Word and use it maybe once per long rest to wake up a fallen comrade is about right. Use more control spells like Fog Cloud, Darkness, etc. and/or pump out lots of damage. Good Offense or Tactics are always better than good Healing.
The Eldritch Knight and the Blade Pact Warlock are both probably going to be self-buffing and wading into combat, not slinging damage spells, so there's still plenty of room in that party for an evocation specialist throwing explosions, or a conjuration specialist laying down area effect spells. But if you do want to play a support character, I'm sure that the Knight would appreciate buffs he doesn't have to concentrate on, and the monk would sure love to be hasted or enlarged, so an enchanter would be good too... and there's nothing saying you can't do any and all of that while being a Bladesinger, for some added defense (and if you're going to roll with no cleric, more defense is never a bad thing!)
I mean hey, when the DM tells you that the campaign is about elves and wizards, sometimes you just go with it and play an elven wizard?
I will be playing in a new campaign with some friends in the weeks to come and am having trouble picking a character. I normally play Wizards, but based on the groups dynamics I am looking at branching out and trying something different.
We will start at level 3 and currently the party is made up of a...Fire Genasi Eldritch Knight, Human (Variant) Kensei Monk, and a Blade Pact Warlock (Unsure of Race).
My original plan was to go high-elf Bladesinger, but we are pretty good on the Arcane and Melee front. Clearly we are missing a healer...just not sold on being a healbot.
We are doing a variant of the point-buy system, with 30 points instead of 27. All of the official printed material is allowed, no UA.
The story takes place in the Forgotten Realms, but much has changed. Basically a group of elven mages that reject the traditional elven way got control of the Sword Coast a hundred or so years ago, have destroyed Evermeet and are currently expanding east. So, elves are valued above all races in an RP sense, with Sun Elves at the pinnacle. Wizards are also seen as above the rest .
Our group will be working for this empire by basically clearing out these dangerous dungeons and collecting powerful artifacts before the resistance can get them.
I'm open to any and all suggestions.
I myself like an RP focus. I am a little sad no UA because a Way of Tranquility Monk would be a good way to do the healer, as well as build in RP galore, with philosophical differences, and competitions, and debates, and such between the Kensei monk and the monk of tranquility. "No no no, that's not how you flip a coin, this is!"
Could go a Ranger, who's favored enemies are all humanoids, Elves, dwarves, people, etc etc etc. As kinda an "expert" for both the main government and resistance higher ups on knowledge and ability to track down.
BUT, And what I would *personally* do. With a party composed like that, I'd go Mastermind Rogue. Don't want the warlock doing all the talking alone, in case he's not there. You can help from a distance (30ft) the monk and fighter who are more frontline primaries (even with Eldritch Knight being eldritch knight), and Masterminds are very good at figuring out information like what you need to track down, and from where and before whom.
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I will be playing in a new campaign with some friends in the weeks to come and am having trouble picking a character. I normally play Wizards, but based on the groups dynamics I am looking at branching out and trying something different.
We will start at level 3 and currently the party is made up of a...Fire Genasi Eldritch Knight, Human (Variant) Kensei Monk, and a Blade Pact Warlock (Unsure of Race).
My original plan was to go high-elf Bladesinger, but we are pretty good on the Arcane and Melee front. Clearly we are missing a healer...just not sold on being a healbot.
We are doing a variant of the point-buy system, with 30 points instead of 27. All of the official printed material is allowed, no UA.
The story takes place in the Forgotten Realms, but much has changed. Basically a group of elven mages that reject the traditional elven way got control of the Sword Coast a hundred or so years ago, have destroyed Evermeet and are currently expanding east. So, elves are valued above all races in an RP sense, with Sun Elves at the pinnacle. Wizards are also seen as above the rest .
Our group will be working for this empire by basically clearing out these dangerous dungeons and collecting powerful artifacts before the resistance can get them.
I'm open to any and all suggestions.
"Richness, in the final measure, is not weighed in gold coins, but in the number of people you have touched, the tears of those who mourn your passing, and the fond rememberances of those who continue to celebrate your life. "
-Drizzt Do'Urden
I would definetely recommend you take some class with healing abilities.
If you want to keep it interesting I would play a bard, gets healing abilities and has great utility + amazing role playing opportunities.
A cleric would obviously be the standard choice, but based on the ton of domains you could build a cleric with high powered destructive magic and could still have access to all healing spells.
Druid is always fun, simply because of beast shape and the large variety of spells.
If you think you don't need a healbot, maybe consider picking up a paladin and making him DEX / ranged based, to offset the melee focus. You can still offheal which could be all you need.
If you just really don't wanna play a healer, ask your DM if he is OK with making healing items such as potions cheaper or more readily available. Then you most likely won't need one.
Druids are amazing at higher levels as you can wild shape into anything you have come across, and can always do it so you can in theory wild shape endlessly as ones that form hits zero hp you go back to normal.
Bards are basically the jack of all trades class you're a Fighter, Mage, and theif at the same time you also get inspiration, and you can mess with others attacks with cutting words, you also get Vicious Mockery that does 1d4 psychic damage and gives disadvantage on their next attack
Ask any good DM and they'll tell you to play what you want no matter the party construction. They'll tailor the campaign to the group. If you really want to play a wizard then play a wizard. If you really want to balance out the party I'd say go with a Ranger, Bard, Druid, Paladin, or Cleric. Those 5 give you healing spells, if you want to branch out into healing. If you don't care about branching out into healing but still want range you could go with Ranger, Rogue (great for finding traps and disarming them plus sneak attack), or any spell caster. Not every adventuring party has a healer. Most adventuring parties are using missing at least 1 or more roles because not everybody wants to heal or be a meat shield or cast spells. Party balance is whatever works for your group and not what everybody says is a balanced party. I hope I was helpful. I'll just say play whatever you feel like playing and don't let party construction dictate it otherwise.
Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
This looks close to a Princes campaign I joined, and I waffled between Druid/Circle of Dreams and a Tempest Cleric.
I also didn't want to be a heal bot, and I chose the Druid. Even though the Circle of Dreams screams healer I am having fun as a pure caster and doing a lot of damage.
But I agree with WeldingBear; play what you want. Yes some combinations have greater potential (rangers with druids for example). But even that isn't a requirement.
I'd look at dreams druid or celestial warlock if you want to cover that gap but not dedicate yourself to healing, use the subclass ability to heal as a bonus action when needed and focus on offensive or control casting otherwise. Probably prepare healing word in case things go off the rails but don't let the party know that ;)
Clerics can be a lot more than healbots in 5e. Sure, they can heal and buff, but that's not all they do. I found that I enjoyed the one I played more than I expected I would. My favorite domain is arcana. Light also looks very interesting (Clerics with fireballs...yes please). I note you have no rogue in your party; a trickery domain cleric might be nice also.
Another angle that might be worth looking at is Divine Soul sorcerer. If you can live with the low number of spells known, they get a smorgasbord of spells to choose from, having full access to the Cleric's spell list too, and you have proficiency in con spells to help with the concentration saves. I'm presently playing one and it's working out very nicely. In my current party, we have two co-DMs, one plays a cleric and the other a melee warlock when they are not DMing. When the Cleric is DMing, I slide into the support role, and even with just healing word we've never had any issues. I just spam cantrips and save my spell slots for support. Often I find that I don't even need to heal, and my hoarded spellslots are wasted. When the warlock is DMing, I can go into blaster mode, and use my spell slots more aggressively.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
If your original goal was to play a high elf bladesinger than a swords or valor bard would not be far off the mark and allow for some decent healing.
It feels strange saying it but I almost think bard is the best class in the game as far as power v flexibility goes.
Like everyone else has said, you should really play the character you want to play. I myself think clerics are pretty awesome but I would not recommend playing one if you aren't looking to be the party heal bot. Clerics are a lot more than that but ultimately they ARE support characters.
Druid is also a great compromise but I have found druids to be a better wizard replacement than a cleric replacement. Druids lack key spells like revivify and raise dead. Personally I would pick bard over druid if I were in your position.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Its forgotten realms and WGtE isnt out of playtest yet, but if your allowed warforged, take a warforged celestial pact warlock you dont need sleep and you have some base healing dice or ranged cantrips, when you get to a point thats not enough take 3 level in sorcerer and initiate god lock mode. (thats usually so far beyond appropriate in any game)
Shepherd druid, bear totem (temp hits) at start of day, turn into rat or mouse, take a short rest as the party travels whilst being carried by them. Regain totem. In combat use Unicorn totem and cast a healing spell with a spell slot - all friendlies in the 60' diameter totem are healed your druid level in hits - yup a cure wounds or healing word will heal everyone your level in hits. After combat take a short rest on someones shoulder or in a pocket as a mouse. Repeat unless you didnt need to heal but temp hits were used up, in which case bear totem and rest. This means you can use the remainder of your spells as you like, and at 6th your conjured animals are tougher and that totem heal will heal them as well - durable little devils.
Any character type - but a variant human and take the healer feat and bring healer kits - you can heal ( a bit ) and still do what else you like.
A College of Sword Bard as a nice "Swashbuckler" feel to it.
You could take a Skald for something a bit more heavy.
Clerics depending on their domain can comes in all flavors( ther's like 10 different domains)
A Radiant Soul Warlock could do it.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Bard. When in doubt, Bard. Then if the PC dies, decide on Bard again. If that doesn't suit your style, try Bard. Unless Cleric. Then Cleric. Always Cleric.
I get your desire not to be a healbot. Saying that, I am playing a Dragonborn Cleric of the Life Domain, as healbot as you can get. In contrast thought I have been one of the bigger damage dealers and tanks as well. Choosing the Life Domain at level 1 gave me access to chain mail. That is a juicy 18 AC, adding Shield of Faith to that makes it a rounded 20. This gives me a decent amount of tank early on. I have been able to get stuck right in front whilst the range characters pick off the enemy. Lightning dragon breath has been a blessing as well, allowing me to dispose of or at least damage a line of weaker enemies in one hit. Inflict wounds was a nice spell to add as well, 3d10 necrotic damage is great.
I suppose with a cleric you can go multiple ways. I am enjoying the fact that although i am set up to be a healbot I have still been able to get stuck in and deal damage as well.
We do have a druid and a paladin with some healing powers though if i do go down haha
You don't really have to be a Heal bot. You can use smart short rests and never need a healer. Spot healing is needed but any class that can take Healing Word and use it maybe once per long rest to wake up a fallen comrade is about right. Use more control spells like Fog Cloud, Darkness, etc. and/or pump out lots of damage. Good Offense or Tactics are always better than good Healing.
The Eldritch Knight and the Blade Pact Warlock are both probably going to be self-buffing and wading into combat, not slinging damage spells, so there's still plenty of room in that party for an evocation specialist throwing explosions, or a conjuration specialist laying down area effect spells. But if you do want to play a support character, I'm sure that the Knight would appreciate buffs he doesn't have to concentrate on, and the monk would sure love to be hasted or enlarged, so an enchanter would be good too... and there's nothing saying you can't do any and all of that while being a Bladesinger, for some added defense (and if you're going to roll with no cleric, more defense is never a bad thing!)
I mean hey, when the DM tells you that the campaign is about elves and wizards, sometimes you just go with it and play an elven wizard?
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I'm going to make this way harder than it needs to be.
I myself like an RP focus.
I am a little sad no UA because a Way of Tranquility Monk would be a good way to do the healer, as well as build in RP galore, with philosophical differences, and competitions, and debates, and such between the Kensei monk and the monk of tranquility. "No no no, that's not how you flip a coin, this is!"
Could go a Ranger, who's favored enemies are all humanoids, Elves, dwarves, people, etc etc etc. As kinda an "expert" for both the main government and resistance higher ups on knowledge and ability to track down.
BUT, And what I would *personally* do. With a party composed like that, I'd go Mastermind Rogue. Don't want the warlock doing all the talking alone, in case he's not there. You can help from a distance (30ft) the monk and fighter who are more frontline primaries (even with Eldritch Knight being eldritch knight), and Masterminds are very good at figuring out information like what you need to track down, and from where and before whom.
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