this was specifically about classes, and not class/race combos. That being said i verry much subscribe to the locathas shift from sea monster man in earlier editions to sea doggo today, makes them look more friend shaped, and i guess wall of water the spell helps you overcome limited ampfibiousness.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
any reason why you really like clerics? is it the roleplaying potential of servning your god, is the spellcasting fun, is it its combat capabillities? what is it that in your oppinion makes clerics so damm fun to play?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
any reason why you really like clerics? is it the roleplaying potential of servning your god, is the spellcasting fun, is it its combat capabillities? what is it that in your oppinion makes clerics so damm fun to play?
Vast subclass options, I loathe undead, the image of bringing down the power of a deity. Although I think the main reason is because I enjoy playing characters that are very much not like me. I grew up in a VERY atheist household and now I consider myself agnostic, so playing a very holy character is appealing.
I have a bevy of characters used in AL and few outside. My lvl 20 AL Wizard was the most challenging and fun (hated magic users and decided to bite the bullet and make a Wizard if I ever wanted to be an effective DM) as a straight up one class. He did dip one into rogue at 20, but the first 19 were all Wizard and fun. BUT the most fun character I have and wish I could play him more is my Bardlock. One level into Bard, 2 into hexblade, then the rest Lore Bard. Rarely is in melee but has decent AC with the medium armor and shield that hexblade allows. Eldritch Blast with Agonizing Blast is great for the lack of damage a Bard does, albeit a bit boring for most combat. The place where he really shines is Mask of Many Faces and expertise in Deception and Persuasion (both are +16). By using mask just about every DM will give you advantage on deception or persuasion as you can look like another guard, cult member, commoner, orc, etc. He kind of sits back when strategy and combat is concerned and just peppers in the EB's now and then, healing word to bring back up if someone goes down, and a fireball here and there. But the social interactions as the face of the party he just rolls through. Super fun!!
Druid. I never would've said that before before, but 5e has made them fun, versatile and a bit over-powered. If anything: I have to be conscious not to dominate the session. I run my conjured creatures extremely quick and I try to be brief when I'm the mouthpiece for the party:
1st level: ranged healing as a bonus action (Healing word), the ability to top off the party's HP's between combats (Goodberry), and the ability to talk with animals (Speak with animals) giving you plenty of "face time".
2nd: you get to play different, powerful creatures (Wildshape),
3rd: you can turn the party into a stealth group (Pass without a trace)
5th: you can speak to plants (which are pretty much everywhere and can have a lot of information, giving you even more "face time") and you get to control up to eight creatures in combat (Conjure Animals). This is especially fun when I bring my own miniatures (and have the stat cards prepared). In fact: I summoned different creatures each time to spice it up.
I never would've said that before before, but 5e has made them fun, versatile and a bit over-powered.
1st level: ranged healing as a bonus action (Healing word), the ability to top off the party's HP's between combats (Goodberry), and the ability to talk with animals (Speak with animals) giving you plenty of "face time".
2nd: you get to play different, powerful creatures (Wildshape), and can turn the party into a stealth group (Pass without a trace)
5th: you get to control up to eight creatures in combat (Conjure Animals), and you can speak to plants (which are pretty much everywhere and can have a lot of information, giving you even more "face time").
It's especially fun when I bring my own miniatures (and have the stat cards prepared). In fact: I summoned different creatures each time to spice it up.
If anything: I have to be conscious not to dominate the session. I run my creatures extremely quick and I try to be brief when I'm the mouthpiece for the party.
bards can do many but not all of those things, but yes i agree druids are very much fun, but i am curious as to how you got 2nd level spells at 2nd level when they are supposed to be at 3rd
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
For me, what is fun depends upon the party and the DM.
If you have a DM that will build a game around the PCs, rather than just running a pre-gen module, then PCs with ties to others are a lot of fun. Warlocks, Clerics, and perhaps Druids shoot to the top of the list for a great DM that will use your patron, deity or elemental spirits as part of the story.
If not, I enjoy flexible PCs that can do a broad range of things. Wizards tend to be my favorite as they have a lot of diversity in what they can do.
If the party needs a melee force, I'd go paladin for the code of conduct. It presents interesting limitations on a PC.
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D&D since 79. New to the Carolinas and looking for Gamers.
For me, what is fun depends upon the party and the DM.
If you have a DM that will build a game around the PCs, rather than just running a pre-gen module, then PCs with ties to others are a lot of fun. Warlocks, Clerics, and perhaps Druids shoot to the top of the list for a great DM that will use your patron, deity or elemental spirits as part of the story.
If not, I enjoy flexible PCs that can do a broad range of things. Wizards tend to be my favorite as they have a lot of diversity in what they can do.
If the party needs a melee force, I'd go paladin for the code of conduct. It presents interesting limitations on a PC.
rogue, only rogue. I'm kidding play whatever you want, remember to take flaws.
i know that this is an very personal question, i am not looking for adivce, i just like to listen to people talk at-length about things that they personally really like/ care about, also becuase i was annoyed at an threads about the power levels of classes becuase they get a bit heated and this is a thread where everyone is correct. So go ahead, what exactly is it that makes you think rouges are fun to play?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I’m going to have to split my vote between monks and warlocks. Both are incredibly fun to both play and fight with, and my DM was quite loose on the rules so allowed cool things like after a critical unarmed strike I could describe how the enemy got hit and that could impose a disadvantage or get them grappled and things like that.
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
To me, rogues are fun to play just due to the expertise you get so early, so I put them at the same level as Bard, since it lets you go for those stretches on checks.
I have had the most fun I've ever had playing when I played as a rock gnome barbarian. He was path of bear totem warrior and used a warhammer so he was able to hit hard and move around a lot to make for some really fun combat. He was also a gladiator background so it was still fun for RP as well. Part of the fun was playing a rather simple character because I knew I was going to get into the middle of the action and just start swinging. That being said, I have played much more complicated characters that were fun, but a lot to keep up with at times. Playing a short little gnome that could wreck stuff was just easy and fun.
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
what sorcerer subclass did she take and how the hell did you get thorn whip depite being neither an druid nor an nature cleric, did you go magic initiate or something?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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Simple, Locathah Wizard for life
this was specifically about classes, and not class/race combos. That being said i verry much subscribe to the locathas shift from sea monster man in earlier editions to sea doggo today, makes them look more friend shaped, and i guess wall of water the spell helps you overcome limited ampfibiousness.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Cleric
any reason why you really like clerics? is it the roleplaying potential of servning your god, is the spellcasting fun, is it its combat capabillities? what is it that in your oppinion makes clerics so damm fun to play?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Vast subclass options, I loathe undead, the image of bringing down the power of a deity. Although I think the main reason is because I enjoy playing characters that are very much not like me. I grew up in a VERY atheist household and now I consider myself agnostic, so playing a very holy character is appealing.
I have a bevy of characters used in AL and few outside. My lvl 20 AL Wizard was the most challenging and fun (hated magic users and decided to bite the bullet and make a Wizard if I ever wanted to be an effective DM) as a straight up one class. He did dip one into rogue at 20, but the first 19 were all Wizard and fun. BUT the most fun character I have and wish I could play him more is my Bardlock. One level into Bard, 2 into hexblade, then the rest Lore Bard. Rarely is in melee but has decent AC with the medium armor and shield that hexblade allows. Eldritch Blast with Agonizing Blast is great for the lack of damage a Bard does, albeit a bit boring for most combat. The place where he really shines is Mask of Many Faces and expertise in Deception and Persuasion (both are +16). By using mask just about every DM will give you advantage on deception or persuasion as you can look like another guard, cult member, commoner, orc, etc. He kind of sits back when strategy and combat is concerned and just peppers in the EB's now and then, healing word to bring back up if someone goes down, and a fireball here and there. But the social interactions as the face of the party he just rolls through. Super fun!!
Druid. I never would've said that before before, but 5e has made them fun, versatile and a bit over-powered. If anything: I have to be conscious not to dominate the session. I run my conjured creatures extremely quick and I try to be brief when I'm the mouthpiece for the party:
bards can do many but not all of those things, but yes i agree druids are very much fun, but i am curious as to how you got 2nd level spells at 2nd level when they are supposed to be at 3rd
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Fixed
For me, what is fun depends upon the party and the DM.
If you have a DM that will build a game around the PCs, rather than just running a pre-gen module, then PCs with ties to others are a lot of fun. Warlocks, Clerics, and perhaps Druids shoot to the top of the list for a great DM that will use your patron, deity or elemental spirits as part of the story.
If not, I enjoy flexible PCs that can do a broad range of things. Wizards tend to be my favorite as they have a lot of diversity in what they can do.
If the party needs a melee force, I'd go paladin for the code of conduct. It presents interesting limitations on a PC.
D&D since 79. New to the Carolinas and looking for Gamers.
rogue, only rogue. I'm kidding play whatever you want, remember to take flaws.
i know that this is an very personal question, i am not looking for adivce, i just like to listen to people talk at-length about things that they personally really like/ care about, also becuase i was annoyed at an threads about the power levels of classes becuase they get a bit heated and this is a thread where everyone is correct. So go ahead, what exactly is it that makes you think rouges are fun to play?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I’m going to have to split my vote between monks and warlocks. Both are incredibly fun to both play and fight with, and my DM was quite loose on the rules so allowed cool things like after a critical unarmed strike I could describe how the enemy got hit and that could impose a disadvantage or get them grappled and things like that.
I will say I think Clerics are fun once your party realizes you don't have Spare the Dying known. Then you can be a melee masher, spell slinger, blaster, pretty much whatever. That's why I really like Arcana Domain, you can pick up wizard spells, so you can be a blaster, ditch healing, but unlike the wizard, you can take a hit.
D&D is a game for nerds... so I guess I'm one :p
Barbarians for me.
I was in a fight with 21 kobolds and I destroyed them easily only taking 2 hit points of damage.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
To me, rogues are fun to play just due to the expertise you get so early, so I put them at the same level as Bard, since it lets you go for those stretches on checks.
All of them. A character is what you put into it. The classes are pretty balanced, so whatever trips yer trigger man.
I have had the most fun I've ever had playing when I played as a rock gnome barbarian. He was path of bear totem warrior and used a warhammer so he was able to hit hard and move around a lot to make for some really fun combat. He was also a gladiator background so it was still fun for RP as well. Part of the fun was playing a rather simple character because I knew I was going to get into the middle of the action and just start swinging. That being said, I have played much more complicated characters that were fun, but a lot to keep up with at times. Playing a short little gnome that could wreck stuff was just easy and fun.
My Cleric did take the Spare the Dying cantrip, but she's gone the route of being a battlefield controller Cleric.
She multiclassed with one level in Sorcerer (first level taken, thus proficiency in Constitution Saves) before going with Tempest Cleric, and she went variant human with the Spell Sniper Feat and the Thorn Whip cantrip from the Druid spell list. She's very multi-attribute dependent with attack cantrips using Dexterity, Wisdom, and Charisma, but because of the variety of attack cantrips, she has a bunch of options every turn.
She can do Booming Blade with her whip with a 10ft range if we want to try to discourage an enemy from moving. She can do Thorn Whip with a 60ft range we want to move an enemy towards us. She can do Ray of Frost with a 120ft range if we want to slow an enemy down, even if they're pretty far away. She can do Shocking Grasp if we want to take away an enemy's reaction. She can use a spell slot and do Thunderwave for an Area of Effect knockback. Once she reaches level 7, Shocking Grasp will get a knockback effect added to it, and her Wrath of the Storm will also get a Knockback effect. And of course, when she gets to cast Spirit Guardians, that will have a movement speed debuff to any enemies within 15ft of her. She's even used Gust of Wind to frustrate a Troll enough that he gave up on trying to attack us.
She still does have Spare the Dying and Cure Wounds, but her identity is certainly not the party healer.
what sorcerer subclass did she take and how the hell did you get thorn whip depite being neither an druid nor an nature cleric, did you go magic initiate or something?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes