It's me again, wohoo. We recently started DiA, but we got TPKed pretty early on. Now we do a restart, but this time we will balance the party better. (We had no healing whatsoever last time). So far the party consists of: A Paladin who is likely going for Oath of Conquest. A Rogue, who will take the Arcane Trickster subclass and a Druid, who doesn't know his subclass yet.
What could I play? any suggestions? For a Race, I settled on either a Firbolg, a Goliath or a Bugbear. They have the. "Powerful build" feature, which allows me to carry the Kobold Paladin whithout needing much strength. Because he is the only one with shitty stealth, you know :-). We are using Tasha's optional rules for ability scores and the standard array. Something a bit stealthy would be good, I think. any suggestions? What does this party need? I just can't decide :-(
You should be fine with whatever seems fun to you. The early game is more swingy than anything else in the adventure, as is usually the case (but moreso than usual, even). I recall two encounters in particular that almost seem like "roll to see if your party survives," lol.
Do be warned that if your entire selection of combat actions is nothing but magical saving throws, you're going to have a harder and more annoying time. If you're a spell caster, bring other stuff like attack roll spells and buffs.
Something that can boost you and your allies' initiative bonuses would probably be appreciated, since it looks like you're going to be ambushing some folks with this party. Off the top of my head, there's Guidance, Bardic Inspiration, and Enhance Ability for allies, and a bunch of stuff for yourself across various classes.
A Firbolg monk always sounds fun. Sun Soul isn't a great subclass, but I feel like there's a lot of potential for a class that casually tosses out Radiant damage going on a trip to Hell.
All in all, though, your friends have balanced each other out pretty well, so that frees you up to do virtually anything you want. If you're interested in functioning as the Mount for your Kobold Paladin in actual combat going Ancestral Guardian Barbarian is a fun option, since it allows you to tank for them and give them damage resistance. I think I would recommend Bugbear for this... your intent seems to be to compensate for their terrible Stealth, and Bugbear gives you bonuses to stealth right off the bat despite taking a class that doesn't.
I never even considered bugbear for Monk... You wouldn't have to use Step of the Wind to Disengage if you strike using your reach. That's pretty nice. (Weird thematics, though. But that's the case for most bugbear adventurers.)
Bugbears get proficiency with Stealth for free, so that's a point in their favor. You could do any sort of class as stealthy so long as you didn't bother with heavy armor.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
You should be fine with whatever seems fun to you. The early game is more swingy than anything else in the adventure, as is usually the case (but moreso than usual, even). I recall two encounters in particular that almost seem like "roll to see if your party survives," lol.
Do be warned that if your entire selection of combat actions is nothing but magical saving throws, you're going to have a harder and more annoying time. If you're a spell caster, bring other stuff like attack roll spells and buffs.
Something that can boost you and your allies' initiative bonuses would probably be appreciated, since it looks like you're going to be ambushing some folks with this party. Off the top of my head, there's Guidance, Bardic Inspiration, and Enhance Ability for allies, and a bunch of stuff for yourself across various classes.
Having finished this one myself as a Sorcerer that I had originally intended as a battlefield controller, I can mirror this sentiment. The adventure is brutal is any characters that depend on saving throws due to prolific magic resistance, even among characters that you may not normally expect it on. This can be worked around by focusing more on battlefield effects that don't completely require on saves (i.e. Fog Cloud, Sleet Storm, and various wall spells) and on supportive buffs (i.e. Bless and Haste), but these are often not your strongest effects as a spellcaster.
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No Spoilers please :-).
It's me again, wohoo. We recently started DiA, but we got TPKed pretty early on. Now we do a restart, but this time we will balance the party better. (We had no healing whatsoever last time). So far the party consists of: A Paladin who is likely going for Oath of Conquest. A Rogue, who will take the Arcane Trickster subclass and a Druid, who doesn't know his subclass yet.
What could I play? any suggestions? For a Race, I settled on either a Firbolg, a Goliath or a Bugbear. They have the. "Powerful build" feature, which allows me to carry the Kobold Paladin whithout needing much strength. Because he is the only one with shitty stealth, you know :-). We are using Tasha's optional rules for ability scores and the standard array. Something a bit stealthy would be good, I think. any suggestions? What does this party need? I just can't decide :-(
You should be fine with whatever seems fun to you. The early game is more swingy than anything else in the adventure, as is usually the case (but moreso than usual, even). I recall two encounters in particular that almost seem like "roll to see if your party survives," lol.
Do be warned that if your entire selection of combat actions is nothing but magical saving throws, you're going to have a harder and more annoying time. If you're a spell caster, bring other stuff like attack roll spells and buffs.
Something that can boost you and your allies' initiative bonuses would probably be appreciated, since it looks like you're going to be ambushing some folks with this party. Off the top of my head, there's Guidance, Bardic Inspiration, and Enhance Ability for allies, and a bunch of stuff for yourself across various classes.
A Firbolg monk always sounds fun. Sun Soul isn't a great subclass, but I feel like there's a lot of potential for a class that casually tosses out Radiant damage going on a trip to Hell.
All in all, though, your friends have balanced each other out pretty well, so that frees you up to do virtually anything you want. If you're interested in functioning as the Mount for your Kobold Paladin in actual combat going Ancestral Guardian Barbarian is a fun option, since it allows you to tank for them and give them damage resistance. I think I would recommend Bugbear for this... your intent seems to be to compensate for their terrible Stealth, and Bugbear gives you bonuses to stealth right off the bat despite taking a class that doesn't.
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I never even considered bugbear for Monk... You wouldn't have to use Step of the Wind to Disengage if you strike using your reach. That's pretty nice. (Weird thematics, though. But that's the case for most bugbear adventurers.)
Bugbears get proficiency with Stealth for free, so that's a point in their favor. You could do any sort of class as stealthy so long as you didn't bother with heavy armor.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Having finished this one myself as a Sorcerer that I had originally intended as a battlefield controller, I can mirror this sentiment. The adventure is brutal is any characters that depend on saving throws due to prolific magic resistance, even among characters that you may not normally expect it on. This can be worked around by focusing more on battlefield effects that don't completely require on saves (i.e. Fog Cloud, Sleet Storm, and various wall spells) and on supportive buffs (i.e. Bless and Haste), but these are often not your strongest effects as a spellcaster.