So having finished Curse of Strahd, my friends and I rolled stats for our characters in our next campaign and I managed to roll pretty well with the following stats.
15
12
12
14
16
18
Were large group with 7 people, and we have a good utility and high damage arrangement.
2 Rouges, Swashbuckler and Assasin
1 Hexblade
1 Bard
1 Necormancer Wizard
1 Four Elements Monk
And Me
Now I was already planning on building a Long death Monk, which can take a beating with its temp HP and Unarmored Defense, (Which for me would be atleast 17 befor choosing a race) so I would be comfortable "Tanking" for the group. However we could honestly use some more healing than just our bard, and considering I was the primary healer in our last campaign the low healing output is eating at the back of my mind.
So Im looking at multiclassing into either Druid or Cleric, to give my party some additional healing/support. What domains/circle would synergize thematically with Longdeath Monk, without being a poor combat choice?
P.S. This campaign is predicted to last until level 12~16.
Thematically the new Unearthed Arcana subclass, druid's circle of spores, fits perfectly with the way of the long death. Does your DM allow UA? Circle of spores is themed around fungi, which have all sorts of interesting interactions with death, some of which are there in its class features. Otherwise it's a bit of a stretch to link long death monk to a druid subclass, although I'm sure it could be done.
Cleric, however, has several fitting options depending on how you spin it. You have the death, grave and knowledge domains. The first two have differing links to death, whilst the latter (knowledge) has a synergy with a long death monk's need to capture the knowledge of death to build their fighting styles around, as per its flavor text.
I've never had anyone mix these classes in my own games before, although I've theorized about playing a sun soul monk/knowledge cleric myself. Simply put, those that I've mentioned have perfect themes for you but I'm uncertain as to whether they're the best in combat or not. If I had to, I'd recommend either grave or knowledge domain cleric.
I feel like healing word and, if cleric, mass healing word are probably some of your best bets for spells, given that you can take the attack action, then use one of these as a bonus action.
Alternatively, if your DM does allow UA, you could also consider the way of tranquility monk. It's a monk subclass with some healing and diplomacy built in. I'm not sure how good it actually is, but again perhaps someone else can shed light on it.
Can I ask how much the healing is bothering you? As in, is there a NEED for it? Healing word is all you really need to be a mid-combat healer, and the bard's Song of Rest is great for short-rest recharges. The game doesn't really require you to have a lot of healing. Personal experience has shown that you can easily survive a game without healers at all, in fact.
Can I ask how much the healing is bothering you? As in, is there a NEED for it? Healing word is all you really need to be a mid-combat healer, and the bard's Song of Rest is great for short-rest recharges. The game doesn't really require you to have a lot of healing. Personal experience has shown that you can easily survive a game without healers at all, in fact.
Honestly its mostly because Im the mom friend, I have a very "I love and protect you always, and I trust you never" sort of personality. Its pretty much that I have a small bit of functional anxiety that I cant remove from myself even when Im playing characters.
...And I may have developed a small addiction to the guidance cantrip that I cant quite get over *scratches arm*,
So having finished Curse of Strahd, my friends and I rolled stats for our characters in our next campaign and I managed to roll pretty well with the following stats.
Were large group with 7 people, and we have a good utility and high damage arrangement.
Now I was already planning on building a Long death Monk, which can take a beating with its temp HP and Unarmored Defense, (Which for me would be atleast 17 befor choosing a race) so I would be comfortable "Tanking" for the group. However we could honestly use some more healing than just our bard, and considering I was the primary healer in our last campaign the low healing output is eating at the back of my mind.
So Im looking at multiclassing into either Druid or Cleric, to give my party some additional healing/support. What domains/circle would synergize thematically with Longdeath Monk, without being a poor combat choice?
P.S. This campaign is predicted to last until level 12~16.
Hey waitwhatplease, welcome to the forums!
Thematically the new Unearthed Arcana subclass, druid's circle of spores, fits perfectly with the way of the long death. Does your DM allow UA? Circle of spores is themed around fungi, which have all sorts of interesting interactions with death, some of which are there in its class features. Otherwise it's a bit of a stretch to link long death monk to a druid subclass, although I'm sure it could be done.
Cleric, however, has several fitting options depending on how you spin it. You have the death, grave and knowledge domains. The first two have differing links to death, whilst the latter (knowledge) has a synergy with a long death monk's need to capture the knowledge of death to build their fighting styles around, as per its flavor text.
I've never had anyone mix these classes in my own games before, although I've theorized about playing a sun soul monk/knowledge cleric myself. Simply put, those that I've mentioned have perfect themes for you but I'm uncertain as to whether they're the best in combat or not. If I had to, I'd recommend either grave or knowledge domain cleric.
I feel like healing word and, if cleric, mass healing word are probably some of your best bets for spells, given that you can take the attack action, then use one of these as a bonus action.
Alternatively, if your DM does allow UA, you could also consider the way of tranquility monk. It's a monk subclass with some healing and diplomacy built in. I'm not sure how good it actually is, but again perhaps someone else can shed light on it.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Thematically, Grave cleric. Mechanically, one level of Grave cleric. Healing word.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Can I ask how much the healing is bothering you? As in, is there a NEED for it? Healing word is all you really need to be a mid-combat healer, and the bard's Song of Rest is great for short-rest recharges. The game doesn't really require you to have a lot of healing. Personal experience has shown that you can easily survive a game without healers at all, in fact.
Hmm... yes, the guidance cantrip is very nice one to have.
Well, I wish you luck with your character! Have fun!
You could also take a look at the magic initiate feat. It only gives you one spell per day, but it does fix that guidance-itch.
Im going to Dip into the grave domain, I think spare the dying as a bonus action is the best thing for me.