Let's say a DM allowed me to run a party myself, 5-6 characters. I was thinking about creating a loosely based elemental team with a couple random thoughts:
Earth type character: Circle of the Moon Druid, Ghostwise Halfling (to communicate while in Beast Shape), Hermit. Possible feats: Mobile, Observant.
Fire type character: Artillerist Artificer, either Fire Genasi, Rock Gnome, or Warforged, Clan Crafter or Sage. Possible feats: Elemental Adept (Fire), Magic Initiate
Wind type character: Way of the Shadow Monk, either Aarakorca or Aereni Wood Elf, Criminal/Thief or Urchin. Possible feats: Alert, Mobile, Observant, Sentinel. POSSIBLE multi-class with Rogue 1 or Rogue: Assassin 3.
Water/Lightning type character: Tempest Cleric, either Hill Dwarf or Tortle, Acolyte or Faction Agent. Possible feats: Duel Wielder (two warhammers!), Elemental Adept (Lightning), Magic Initiate, Observant, Tough, War Caster
Face type character (or Heart, Go Captain Planet!): Hexblade Warlock, Verdan, Yuan-Ti Pureblood, or Tiefling (not sure which variety), Cloistered Scholar, Courtier, Faction Agent, Sage, or Urban Bounty Hunter. Possible feats: Crossbow Expert (for the Blade Pact), Great Weapon Master (for the Blade Pact), Inspiring Leader, Spell Sniper, War Caster
I'm pretty set on the classes and subclasses. But I want to maximize their effectiveness, having fun flavor where possible. So here are some questions: 1) What races and backgrounds match best with each class I have? 2) For feats, which ones are needed and which are superfluous? Follow up: what order should I get these feats? 3) What gaps am I missing? I have my stealth/melee, my healer/melee, my face/magic/melee, my magic item scientist/ranged, and my fierce animal/melee. All skills are covered, a lot of spells are covered, and eventually they might all be able to fly in different ways! 4) Really any advice you got for me. :)
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Let's say a DM allowed me to run a party myself, 5-6 characters. I was thinking about creating a loosely based elemental team with a couple random thoughts:
Earth type character: Circle of the Moon Druid, Ghostwise Halfling (to communicate while in Beast Shape), Hermit. Possible feats: Mobile, Observant.
Fire type character: Artillerist Artificer, either Fire Genasi, Rock Gnome, or Warforged, Clan Crafter or Sage. Possible feats: Elemental Adept (Fire), Magic Initiate
Wind type character: Way of the Shadow Monk, either Aarakorca or Aereni Wood Elf, Criminal/Thief or Urchin. Possible feats: Alert, Mobile, Observant, Sentinel. POSSIBLE multi-class with Rogue 1 or Rogue: Assassin 3.
Water/Lightning type character: Tempest Cleric, either Hill Dwarf or Tortle, Acolyte or Faction Agent. Possible feats: Duel Wielder (two warhammers!), Elemental Adept (Lightning), Magic Initiate, Observant, Tough, War Caster
Face type character (or Heart, Go Captain Planet!): Hexblade Warlock, Verdan, Yuan-Ti Pureblood, or Tiefling (not sure which variety), Cloistered Scholar, Courtier, Faction Agent, Sage, or Urban Bounty Hunter. Possible feats: Crossbow Expert (for the Blade Pact), Great Weapon Master (for the Blade Pact), Inspiring Leader, Spell Sniper, War Caster
I'm pretty set on the classes and subclasses. But I want to maximize their effectiveness, having fun flavor where possible. So here are some questions:
1) What races and backgrounds match best with each class I have?
2) For feats, which ones are needed and which are superfluous? Follow up: what order should I get these feats?
3) What gaps am I missing? I have my stealth/melee, my healer/melee, my face/magic/melee, my magic item scientist/ranged, and my fierce animal/melee. All skills are covered, a lot of spells are covered, and eventually they might all be able to fly in different ways!
4) Really any advice you got for me. :)