I am prepping to run a campaign and while I was getting ready a player asked me a really great question. What three man team has the best survivability?
Like any good GM, i said "It depends, but just play what you want and don't worry about it." For fun though I was hoping to explore the Idea. The three different classes that would have the greatest boons together. For the sake of simplicity let just focus on base classes no sub-classes or multi-classing, and assume everyone is human (We can always elaborate on this if people are interested).
Here's what I came up with Bard/Paladin/Artificer. Each classes builds on the other, filling in gaps and allowing players to shift strategy at each encounter or situation. In combat players have active and passive boons at their disposal to aid allies, out of combat players have a decent spread of skills and talents to boost overall success.
Bards - Provide a Full caster with great flexibility, customization with magical secrets to fill out gaps, expertise in skills, and bardic inspiration to aid allies in saves and attacks Paladin- Half caster. Good Damage, offensive and defensive capabilities, secondary healing, an Aura to improve party saves. Artificer- Half Caster, with cantrips (GUIDANCE!). Great flexibility to fill in party gaps, backup healing/control/buffs, extra magic items from infusions to give party a boost, expertise with tools to round out exploration with a bard and flash of genius to aid in saves and ability checks as needed.
High Elf Bladesinging Wizard, Wood Elf Moon Druid, Drow Hexblade Warlock. All full casters, advantage against charm, immunity against sleep, melee capable, access to healing spells and covering a wide range of skills (wizard = knowledge skills, warlock = social skills, druid = stealth & nature).
If the game is high magic (specifically, magic items were found often enough) I would definitely switch out Artificer and replace him with Wizard. Wizard does most things an Artificer does and a bit more, as long as they get access to enough magic items like a bag of holding and some scrolls.
Paladin COULD be replaced with either Barbarian of Fighter. Fighters are good for DPR throughout the entire game, while both Barbarian and Paladin have some problematic levels. But Fighter is not quite as good a tank toward the end game as either Barbarian or Paladin. But in my opinion, at the end game a tank is not as important.
Another way to go is Sorcerer, Wizard, Druid. You got some issues there at the beginning game, particularly with doing enough damage, but once you hit level 5 or so you really shine.
I used to think it mattered, until we had a three man team that was a Human Bard, Human Warlock and a Tortle Monk. We had to relearn how to play D&D, but we made it through Horde of the Dragon Queen and retired at level 10 (sadly... my Warlock ALMOST got 3 spells). We adapted to a tankless fighting style. We had no practical healing. Nearly all of our spells were utility. And we had a lot of fun figuring out how we were going to adjust our tactics between sessions.
Is there a perfect team? Nah... there will always be a weak area... or poor dice rolls that gimp one character of the group.
But I'll put a Paladin in with anything to cover several areas and be able to focus on damage or healing or survivability. Have him be a street urchin and he can even open locks.
What I would like to play in as a team of three again? Aasimar Paladin, High Elf Bladesinger and a Wood Elf Rogue/Scout... or Soulknife if the campaign is more intrigue focused. I would play any of the three...
But I would also play Barbarian, Sorcerer, Cleric and be happy with any of the three.
I don't really do min-maxing so I could really care less about optimizing builds and such... I want there to be a good character to make a story around... someone memorable for other things than combat. Having that killing blow in combat is fun and all, but the things we remember are the things we struggled with and overcame them. I don't remember any of the hundreds of goblins I have killed in my different campaigns... but I remember the one that caught my Ranger off-guard by leaping on his back, sticking to him like glue (terrible rolls to un-grapple the goblin) and stabbing him in the back every round. My ranger never knew the name of the goblin, but he thought often of "Sticker" and was ever more vigilant afterwards.
After Tasha's came out, I really like the idea of a team comprised of a Peace Domain Cleric (full caster), a Wizard/Sorc/Warlock (full caster), and a Bear Totem Barbarian (Tank/Melee Damage). The cleric can provide buff/debuff and healing so the other caster can focus on being a blaster of sorts. Then as long as the party is 6th level, any time someone tries to target the Cleric or blaster mage, just use the Cleric's protective bond feature to BAMF the barbarian in front of the attack instead.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Hunter Ranger, Moon Druid, Evoker mage. Use the UA2 Ranger chassis, an Dex build and you pretty well have everything covered. If the ranger takes a background that gives thieves tools you’re really solid.the evoker allows both the Druid and the ranger to close and be in any AOE spells cast without being hurt. The mage and Druid can both buff the ranger and the ranger and Druid both cover healing. 2 combat, 2 healing, 2 utility, 3 casters ( ok 2.5 casters) and thieves tools when you need them.
Rollback Post to RevisionRollBack
Wisea$$ DM and Player since 1979.
To post a comment, please login or register a new account.
Hey guys,
I am prepping to run a campaign and while I was getting ready a player asked me a really great question. What three man team has the best survivability?
Like any good GM, i said "It depends, but just play what you want and don't worry about it." For fun though I was hoping to explore the Idea. The three different classes that would have the greatest boons together. For the sake of simplicity let just focus on base classes no sub-classes or multi-classing, and assume everyone is human (We can always elaborate on this if people are interested).
Here's what I came up with Bard/Paladin/Artificer. Each classes builds on the other, filling in gaps and allowing players to shift strategy at each encounter or situation. In combat players have active and passive boons at their disposal to aid allies, out of combat players have a decent spread of skills and talents to boost overall success.
Bards - Provide a Full caster with great flexibility, customization with magical secrets to fill out gaps, expertise in skills, and bardic inspiration to aid allies in saves and attacks
Paladin- Half caster. Good Damage, offensive and defensive capabilities, secondary healing, an Aura to improve party saves.
Artificer- Half Caster, with cantrips (GUIDANCE!). Great flexibility to fill in party gaps, backup healing/control/buffs, extra magic items from infusions to give party a boost, expertise with tools to round out exploration with a bard and flash of genius to aid in saves and ability checks as needed.
What do you guys think, who are your top 3?
High Elf Bladesinging Wizard, Wood Elf Moon Druid, Drow Hexblade Warlock. All full casters, advantage against charm, immunity against sleep, melee capable, access to healing spells and covering a wide range of skills (wizard = knowledge skills, warlock = social skills, druid = stealth & nature).
Filled all the rolls, but little overlap.
If the game is high magic (specifically, magic items were found often enough) I would definitely switch out Artificer and replace him with Wizard. Wizard does most things an Artificer does and a bit more, as long as they get access to enough magic items like a bag of holding and some scrolls.
Paladin COULD be replaced with either Barbarian of Fighter. Fighters are good for DPR throughout the entire game, while both Barbarian and Paladin have some problematic levels. But Fighter is not quite as good a tank toward the end game as either Barbarian or Paladin. But in my opinion, at the end game a tank is not as important.
Another way to go is Sorcerer, Wizard, Druid. You got some issues there at the beginning game, particularly with doing enough damage, but once you hit level 5 or so you really shine.
3 person team.
Guide to the Five Factions (PWYW)
Deck of Decks
3 Moon druids!
Really depends on what level of the characters you want to compare. Big difference between 3 first level and 3 seventh level.
Paladin Cleric Bard.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Moon druid/bear totem barbarian tank
Life domain cleric healer
Oath of Vengeance Paladin or Zealot barbarian damage dealer
3 rangers :)
Paladin - Cleric - Druid. Best way to cover an entire pantheon of deities to call upon for assistance.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I used to think it mattered, until we had a three man team that was a Human Bard, Human Warlock and a Tortle Monk. We had to relearn how to play D&D, but we made it through Horde of the Dragon Queen and retired at level 10 (sadly... my Warlock ALMOST got 3 spells). We adapted to a tankless fighting style. We had no practical healing. Nearly all of our spells were utility. And we had a lot of fun figuring out how we were going to adjust our tactics between sessions.
Is there a perfect team? Nah... there will always be a weak area... or poor dice rolls that gimp one character of the group.
But I'll put a Paladin in with anything to cover several areas and be able to focus on damage or healing or survivability. Have him be a street urchin and he can even open locks.
What I would like to play in as a team of three again? Aasimar Paladin, High Elf Bladesinger and a Wood Elf Rogue/Scout... or Soulknife if the campaign is more intrigue focused. I would play any of the three...
But I would also play Barbarian, Sorcerer, Cleric and be happy with any of the three.
I don't really do min-maxing so I could really care less about optimizing builds and such... I want there to be a good character to make a story around... someone memorable for other things than combat. Having that killing blow in combat is fun and all, but the things we remember are the things we struggled with and overcame them. I don't remember any of the hundreds of goblins I have killed in my different campaigns... but I remember the one that caught my Ranger off-guard by leaping on his back, sticking to him like glue (terrible rolls to un-grapple the goblin) and stabbing him in the back every round. My ranger never knew the name of the goblin, but he thought often of "Sticker" and was ever more vigilant afterwards.
After Tasha's came out, I really like the idea of a team comprised of a Peace Domain Cleric (full caster), a Wizard/Sorc/Warlock (full caster), and a Bear Totem Barbarian (Tank/Melee Damage). The cleric can provide buff/debuff and healing so the other caster can focus on being a blaster of sorts. Then as long as the party is 6th level, any time someone tries to target the Cleric or blaster mage, just use the Cleric's protective bond feature to BAMF the barbarian in front of the attack instead.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Moon Druid for tanking + healing + fullcasting, totem bear barb for more tanking, and Paladin for more healing and damage plus buffing.
Mystic v3 should be official, nuff said.
Half elf(drow) hexblade/swords-bard multiclass
Hill dwarf barbarian/moon druid multiclass
Wood elf scout rogue/gloomstalker ranger multiclass
Hunter Ranger, Moon Druid, Evoker mage. Use the UA2 Ranger chassis, an Dex build and you pretty well have everything covered. If the ranger takes a background that gives thieves tools you’re really solid.the evoker allows both the Druid and the ranger to close and be in any AOE spells cast without being hurt. The mage and Druid can both buff the ranger and the ranger and Druid both cover healing. 2 combat, 2 healing, 2 utility, 3 casters ( ok 2.5 casters) and thieves tools when you need them.
Wisea$$ DM and Player since 1979.