Our group is finishing up Waterdeep Dragon Heist and likely moving on to Storm King's Thunder. We've got an evocation wizard, celestial warlock, lore bard, and two swashbuckler rogues. Our AC levels are 13 (wizard), 14 (warlock), 15 (rogue 1), and 16 (rogue 2, bard). Four characters (all but the wizard) have studded leather. No one has magical armor. No one has proficiency in shields. We're at Level 4 (so we've taken our first ASIs/feats). We won't be able to increase Dexterity scores or take feats (e.g., Moderately Armored) until Level 8. We'll likely to have access to some magic items (not sure which ones) once we hit Level 5. We also might have some time down between adventures to search for specific magic items.
Given our low AC and lack of a front-line tank, I'm wondering how best to strategize to stay aliveas we embark on SKT. It's worth noting that we're not likely to multiclass because we're mostly newbies who would like to follow through with the classes we've picked.
Notice: I don't know the actual campaign so my tips are only general.
First off, the warlock can take Armor of Agathys which is a great spell for them. Sure, they don't have much spell slots, but when you reach level 5, 15 damage against every melee attacker + 15 temporary hit points is pretty good. Second, the wizard can get Mage Armor for themselves, maybe even for the rest of you (but it will cost some slots). Third, note that 16 and 15 AC isn't that bad, considering the rogues can take the Dodge action as a bonus action most of their turns.
Now, for strategy: If your warlock does use the Armor of Agathys spell, do note that it won't damage ranged attacks, so having the rogues take archers or similar things out early will be a good idea. Meanwhile, the wizard should focus on crowd control mostly, leaving damage for the rest of you. If your enemies can't get to you, there won't even be a need for Armor of Agathys and then the warlock can focus on using his powerful spell slots for something else. In addition, anything that gives your rogues advantage (Color Spray, Maximilian’s Earthen Grasp etc.) will have a huge impact on their damage output, getting these sneak attacks often. Haste can also be of great use. As for rogues, they should either take out the ranged attackers first or the enemy front liners, depending on what your warlock chooses to do. Whatever they chose the warlock must do the other. It's probably best to let the warlock take care of spellcasters and archers with their Eldritch Blast but if there are many of those having the rogues there might be a good idea too. If you're fighting many opponents, have them attack individually, using the wizard's spells to gain their advantages. If you're fighting one major opponent (or there is one major/dangerous opponent in the enemy team), have the rogues attack together, giving each other the sneak attack they gain from having another ally close.
Those are just a few ideas. I'm sure there are many better ones, including better spells and more creative tactics. These are just the simple ones I came up with.
I would suggest focusing on being very mobile and moving around a lot to stay out of melee. Add in some strategic spell casting and using cover so that you all have an effective +2 to your AC. Levitate, for example, can immobilize an opponent who doesn’t have any ranged attacks very effectively!
If your bard makes it to level 5 Lore Bard, he gets Cutting Words, which allows him to use his reaction and a Bardic Inspiration to reduce opponents To-Hit rolls. He can regain his Bardic Inspiration during a short rest using Font of Inspiration. This will effectively improve the AC of one of your players for three or four rounds each Short Rest.
See if you can get Elven Chain, which may be worn without penalty because you do not have to be proficient in medium armor to wear Elven Chain. This will raise the AC of a few of your players. I believe it is a +1 magic item and because you are wearing medium armor you may receive +2 from your dexterity bonus. This will preclude you from using level 8 improvements to get access to medium armor. If you just can't get access to Elven Chain, it is worth considering taking a level in a class that does grant you access to medium armors.
That is all the advice I have for you. Good luck and enjoy the game.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Make sure that players don't get ganged up on. At this level, you'll all have enough HP to take maybe a hit, but nobody wants to take too many, and there's no tank so there's nobody who "Should" be in front taking all the fire. So if someone gets hit, make sure that someone else is around to draw the fire in the next round. The warlock, rogue, and bard all have similar HP.
Rogues should be ok, dodge as 1 BA (Cunning Action), eventually Uncanny Dodge really soon. (JC, what level and type of bard?)
Wizard: get shield and mage armor, definitely maybe blur, absorb elements, false life, maybe mirror image (oh, don't get me started), phantasmal force (no really), the list goes on and on... and on and on.
Warlock: get armor of agathys, eldritch blast with repelling blast and/or eldritch spear (range 300 ft) or agonizing blast to destroy everything.
Overall: engage in ranged combat. Many cantrips have range, and bows work out for the rogues. Rogues can deal crazy damage w/ sneak attack if wizard helps with stuff like blindness/deafness or color spray (or sleep, even better; knock 'em unconscious!)
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Thanks for all of the advice! Here are some additional thoughts:
SWASHBUCKLER ROGUES: A few people mentioned using Dodge as a bonus action - but this is NOT an option. Cunning Action includes Disengage, Dash, or Hide (NOT Dodge). The two rogues like to get into melee to use their Rakish Audacity (and Fancy Footwork). One rogue (lower AC) switches between daggers (sometimes with poison) and a crossbow. The other (a very brazen halfling with higher AC) tends to prefer shortswords. Both of the rogues could benefit from +1 studded leather (if found or purchased).
LORE BARD: The bard is pretty tough (Tavern Brawler feat) and likes to get into melee with a longsword. Doesn't tend to buff/debuff as much as a bard should. Serves as the back-up healer with Healing Word.
EVOCATION WIZARD: Doesn't use Mage Armor. Likes to cast Spider Climb and Invisibility and stay far from the front line. Prefers attacks using Magic Missile, Scorching Ray, Chromatic Orb, Fire Bolt, etc. Probably needs to consider using Mirror Image, Blur, Absorb Elements, False Life, Shield, etc. ... but tends to prefer to use actions to slink away or deal damage.
CELESTIAL WARLOCK (Pact of the Tome): Doesn't have Armor of Agathys (spell) nor Armor of Shadows (invocation). Relies mostly on Eldritch Blast with Agonizing Blast (often with Hex running). Sometimes uses daggers or Green-Flame Blade, but then gets out of melee with Misty Step (and plans to take Thunder Step). Also uses Shatter and Guiding Bolt. Has an owl familiar and Elven Accuracy to help ensure hits. Serves as primary healer with Healing Light and Cure Wounds. Will likely take Repelling Blast, Ascendant Step (Levitate at will), Sculptor of Flesh, and/or Tomb of Levistus at higher levels. Definitely in the market for Elven Chain and maybe a Ring or Cloak of Protection.
Two things for the warlock to be aware of. First, Thunder Step damages allies in its range too so it’s not always an option! And second, Ascendent Step only works on the warlock, it can’t even be used on other party members so it’s less useful than the actual spell is for the wizard.
Is the bard willing to take conjure animals? Throw up some big beefy beasts to play linebacker.
Other than that, battlefield control spells might be the way to go. Flaming sphere, hold person, mirror image, fear, hypnotic pattern, plant growth, sleet storm, slow, or any "wall" type of spell. Bards, warlocks, and wizard all have options to do this very well! You can filter by class and level using online tolls, like this, https://donjon.bin.sh/5e/spells/.
I recommend the whole group, including the bard, to specialize at ranged combat and find good ways to slow down and push the enemies whenever you get caught at melee distance. Things like Thunderwave and Misty Step to get out of trouble, and simple things like Grease, Ray of Frost, Mold Earth and caltrops to generate difficult terrain or affect enemies movement.
If you move to the big gun spells department (like Treantmonk says), things like Web, Hypnotic Pattern and Slow can really change the game.
Notice: I don't know the actual campaign so my tips are only general.
First off, the warlock can take Armor of Agathys which is a great spell for them. Sure, they don't have much spell slots, but when you reach level 5, 15 damage against every melee attacker + 15 temporary hit points is pretty good. Second, the wizard can get Mage Armor for themselves, maybe even for the rest of you (but it will cost some slots). Third, note that 16 and 15 AC isn't that bad, considering the rogues can take the Dodge action as a bonus action most of their turns.
Now, for strategy: If your warlock does use the Armor of Agathys spell, do note that it won't damage ranged attacks, so having the rogues take archers or similar things out early will be a good idea. Meanwhile, the wizard should focus on crowd control mostly, leaving damage for the rest of you. If your enemies can't get to you, there won't even be a need for Armor of Agathys and then the warlock can focus on using his powerful spell slots for something else. In addition, anything that gives your rogues advantage (Color Spray, Maximilian’s Earthen Grasp etc.) will have a huge impact on their damage output, getting these sneak attacks often. Haste can also be of great use. As for rogues, they should either take out the ranged attackers first or the enemy front liners, depending on what your warlock chooses to do. Whatever they chose the warlock must do the other. It's probably best to let the warlock take care of spellcasters and archers with their Eldritch Blast but if there are many of those having the rogues there might be a good idea too. If you're fighting many opponents, have them attack individually, using the wizard's spells to gain their advantages. If you're fighting one major opponent (or there is one major/dangerous opponent in the enemy team), have the rogues attack together, giving each other the sneak attack they gain from having another ally close.
Those are just a few ideas. I'm sure there are many better ones, including better spells and more creative tactics. These are just the simple ones I came up with.
Note that Cunning Action doesn't provide Dodge, but does provide Disengage, Dash, and Hide. Monk's get a bonus action Dodge from Patient Defense.
Bane is a good defensive spell for AC and it helps abilities that force saves ensuring that they work more frequently. It does require a save itself and is limited to the number of enemies that it can affect, but it benefits all allies. The bard can get this and it will help Vicious Mockery land on an affected creature or an additional creature can be targeted to limit they're offensive output.
If both rogues are swashbucklers, they can engage an enemy with melee, get the free disengage from fancy footwork, and then pull away in an attempt to get an enemy to attack it. They can use their bonus action to attack if they are dual wielding to get some extra damage out or more readily ensure that they hit. If an enemy is within 5 ft of another ally, no creature is within 5 ft of the rogue or enemy (thanks to Rakish Audacity), or the rogue has advantage on the attack, sneak attack damage can be applied. While dual wielding will increase damage potential for the rogues, the cunning action abilities will usually be a better usage of the bonus action early. Being able to legitimately hide will give enemies disadvantage to their attacks and may give then advantage for their attacks if they can make the attack while remaining unseen. Disengage will help when they can't attack all of the creatures surrounding them, and dash can give then extra speed to dart in, attack, and disengage thanks to fancy footwork. The rogues may want to take turns hanging back and peppering people from range while the other tries to kite enemies away. As an alternative, one can block a hallway and simply dodge (probably the higher AC one) to tank in a pinch.
Smaller areas will be rougher for you, but creative usage of terrain, choke points, and crowd control will help out tremendously.
There's been some good advice so far, just remember that you'll have to think more tactically than you normally would have to and rely on alternate methods of resolving conflicts when possible. Of course, prep the battlefield before hand if you can to give yourself a plan B in case negotiations or stealth fail.
I probably wouldn't have the Warlock use Armor of Agathys, at least not as an option A. Since they are your primary healer, you'll want them positioning themself so that they avoid taking damage when ever possible. Bringing it up in a pinch can stiffen them up and provide some bonus damage for when things go south, but that spell slot is probably best saved for a Shatter or something else as a main option. I'd even consider not using Hex in encounters with multiple enemies, relying on Agonizing Blast to give you more damage. Repelling Blast would be my recommendation for the next invocation, as it will allow your warlock to damage and provide crowd control at the same time. It does work for each beam of Eldritch Blast meaning that targeting the same creature with multiple beams should provide damage and increase the push back.
Figure out what you have currently that you can employ for these tactics and the best ways to combine them to more legal effect. And maybe have a Bolt hole ready with a Minor Illusion over the no larger than 5 ft hole to make it appear that there is nothing there.
Rogues Dodging as an ACTION is fine too. The baddies will not be able to hit them, and if they try to run that’s a free sneak attack. Focus on the Rogues touching as many enemies as possible. If someone runs past to get to the spellcasters? That’s a double sneak attack. If another tries to get past? BA Disengage, Action dodge, and surround them again. Force all of those sneak attacks every time they try to get away.
Mage Armor for your rogues - give them a +1 over Studded Leather.
Hex allows you to give the enemy disadvantage on ability checks with a certain ability. If you choose strength, you can give them disadvantage on Athletics checks. If you choose dexterity, you can give them disadvantage on Acrobatics. Because your Bard likes to use a longsword, and because melee attackers get advantage against prone enemies, this makes the Shove action quite useful. Especially for your Rogues that will get Sneak attack from attacking a prone enemy. It's probably useful for your Bard to shove an enemy prone (if he's using a longsword, his strength score is probably good) and then to let the Rogues bash him with advantage. If you can combine this with something like Web to give them 0 movement, you can really lock down an enemy. The initial save against Web is a saving throw, not an ability check, so choosing Dexterity Ability Checks with Hex won't affect their Dexterity Saving throw. But a creature trapped in the web would likely do a Strength Check with its action if it fails the Dexterity Save, and Hex would give it disadvantage on that Strength Check. The combination of prone + restrained is powerful.
Because you don't have a tank, it's essential to focus on crowd control abilities in combat. You need to use a little bit more strategy than a party which has a more traditional tank. At level 5, your Bard will have access to the spell Plant Growth which works quite well with your Rogues having Bonus Action Dash from Cunning Action, and with Repelling Blast from your Warlock.
Our group is finishing up Waterdeep Dragon Heist and likely moving on to Storm King's Thunder. We've got an evocation wizard, celestial warlock, lore bard, and two swashbuckler rogues. Our AC levels are 13 (wizard), 14 (warlock), 15 (rogue 1), and 16 (rogue 2, bard). Four characters (all but the wizard) have studded leather. No one has magical armor. No one has proficiency in shields. We're at Level 4 (so we've taken our first ASIs/feats). We won't be able to increase Dexterity scores or take feats (e.g., Moderately Armored) until Level 8. We'll likely to have access to some magic items (not sure which ones) once we hit Level 5. We also might have some time down between adventures to search for specific magic items.
Given our low AC and lack of a front-line tank, I'm wondering how best to strategize to stay alive as we embark on SKT. It's worth noting that we're not likely to multiclass because we're mostly newbies who would like to follow through with the classes we've picked.
Thanks in advance for any guidance!!
Notice: I don't know the actual campaign so my tips are only general.
First off, the warlock can take Armor of Agathys which is a great spell for them. Sure, they don't have much spell slots, but when you reach level 5, 15 damage against every melee attacker + 15 temporary hit points is pretty good.
Second, the wizard can get Mage Armor for themselves, maybe even for the rest of you (but it will cost some slots).
Third, note that 16 and 15 AC isn't that bad, considering the rogues can take the Dodge action as a bonus action most of their turns.
Now, for strategy:
If your warlock does use the Armor of Agathys spell, do note that it won't damage ranged attacks, so having the rogues take archers or similar things out early will be a good idea. Meanwhile, the wizard should focus on crowd control mostly, leaving damage for the rest of you. If your enemies can't get to you, there won't even be a need for Armor of Agathys and then the warlock can focus on using his powerful spell slots for something else. In addition, anything that gives your rogues advantage (Color Spray, Maximilian’s Earthen Grasp etc.) will have a huge impact on their damage output, getting these sneak attacks often. Haste can also be of great use.
As for rogues, they should either take out the ranged attackers first or the enemy front liners, depending on what your warlock chooses to do. Whatever they chose the warlock must do the other. It's probably best to let the warlock take care of spellcasters and archers with their Eldritch Blast but if there are many of those having the rogues there might be a good idea too. If you're fighting many opponents, have them attack individually, using the wizard's spells to gain their advantages. If you're fighting one major opponent (or there is one major/dangerous opponent in the enemy team), have the rogues attack together, giving each other the sneak attack they gain from having another ally close.
Those are just a few ideas. I'm sure there are many better ones, including better spells and more creative tactics. These are just the simple ones I came up with.
Varielky
My advice would be:
If only. I think you're thinking of the monk's step of the wind. Cunning Action can only be used to Dash, Disengage, or Hide. No Dodge unfortunately.
I would suggest focusing on being very mobile and moving around a lot to stay out of melee. Add in some strategic spell casting and using cover so that you all have an effective +2 to your AC. Levitate, for example, can immobilize an opponent who doesn’t have any ranged attacks very effectively!
Professional computer geek
If your bard makes it to level 5 Lore Bard, he gets Cutting Words, which allows him to use his reaction and a Bardic Inspiration to reduce opponents To-Hit rolls. He can regain his Bardic Inspiration during a short rest using Font of Inspiration. This will effectively improve the AC of one of your players for three or four rounds each Short Rest.
See if you can get Elven Chain, which may be worn without penalty because you do not have to be proficient in medium armor to wear Elven Chain. This will raise the AC of a few of your players. I believe it is a +1 magic item and because you are wearing medium armor you may receive +2 from your dexterity bonus. This will preclude you from using level 8 improvements to get access to medium armor. If you just can't get access to Elven Chain, it is worth considering taking a level in a class that does grant you access to medium armors.
That is all the advice I have for you. Good luck and enjoy the game.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Make sure that players don't get ganged up on. At this level, you'll all have enough HP to take maybe a hit, but nobody wants to take too many, and there's no tank so there's nobody who "Should" be in front taking all the fire. So if someone gets hit, make sure that someone else is around to draw the fire in the next round. The warlock, rogue, and bard all have similar HP.
Rogues should be ok, dodge as 1 BA (Cunning Action), eventually Uncanny Dodge really soon. (JC, what level and type of bard?)
Wizard: get shield and mage armor, definitely maybe blur, absorb elements, false life, maybe mirror image (oh, don't get me started), phantasmal force (no really), the list goes on and on... and on and on.
Warlock: get armor of agathys, eldritch blast with repelling blast and/or eldritch spear (range 300 ft) or agonizing blast to destroy everything.
Overall: engage in ranged combat. Many cantrips have range, and bows work out for the rogues. Rogues can deal crazy damage w/ sneak attack if wizard helps with stuff like blindness/deafness or color spray (or sleep, even better; knock 'em unconscious!)
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
If you're bothering to Armor of Agathys wouldn't you want to be closer? Or if you're determined to stay away, wouldn't the Armor be useless?
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-Ilyara Thundertale
Thanks for all of the advice! Here are some additional thoughts:
SWASHBUCKLER ROGUES: A few people mentioned using Dodge as a bonus action - but this is NOT an option. Cunning Action includes Disengage, Dash, or Hide (NOT Dodge). The two rogues like to get into melee to use their Rakish Audacity (and Fancy Footwork). One rogue (lower AC) switches between daggers (sometimes with poison) and a crossbow. The other (a very brazen halfling with higher AC) tends to prefer shortswords. Both of the rogues could benefit from +1 studded leather (if found or purchased).
LORE BARD: The bard is pretty tough (Tavern Brawler feat) and likes to get into melee with a longsword. Doesn't tend to buff/debuff as much as a bard should. Serves as the back-up healer with Healing Word.
EVOCATION WIZARD: Doesn't use Mage Armor. Likes to cast Spider Climb and Invisibility and stay far from the front line. Prefers attacks using Magic Missile, Scorching Ray, Chromatic Orb, Fire Bolt, etc. Probably needs to consider using Mirror Image, Blur, Absorb Elements, False Life, Shield, etc. ... but tends to prefer to use actions to slink away or deal damage.
CELESTIAL WARLOCK (Pact of the Tome): Doesn't have Armor of Agathys (spell) nor Armor of Shadows (invocation). Relies mostly on Eldritch Blast with Agonizing Blast (often with Hex running). Sometimes uses daggers or Green-Flame Blade, but then gets out of melee with Misty Step (and plans to take Thunder Step). Also uses Shatter and Guiding Bolt. Has an owl familiar and Elven Accuracy to help ensure hits. Serves as primary healer with Healing Light and Cure Wounds. Will likely take Repelling Blast, Ascendant Step (Levitate at will), Sculptor of Flesh, and/or Tomb of Levistus at higher levels. Definitely in the market for Elven Chain and maybe a Ring or Cloak of Protection.
Two things for the warlock to be aware of. First, Thunder Step damages allies in its range too so it’s not always an option! And second, Ascendent Step only works on the warlock, it can’t even be used on other party members so it’s less useful than the actual spell is for the wizard.
Professional computer geek
Is the bard willing to take conjure animals? Throw up some big beefy beasts to play linebacker.
Other than that, battlefield control spells might be the way to go. Flaming sphere, hold person, mirror image, fear, hypnotic pattern, plant growth, sleet storm, slow, or any "wall" type of spell. Bards, warlocks, and wizard all have options to do this very well! You can filter by class and level using online tolls, like this, https://donjon.bin.sh/5e/spells/.
I recommend the whole group, including the bard, to specialize at ranged combat and find good ways to slow down and push the enemies whenever you get caught at melee distance. Things like Thunderwave and Misty Step to get out of trouble, and simple things like Grease, Ray of Frost, Mold Earth and caltrops to generate difficult terrain or affect enemies movement.
If you move to the big gun spells department (like Treantmonk says), things like Web, Hypnotic Pattern and Slow can really change the game.
Note that Cunning Action doesn't provide Dodge, but does provide Disengage, Dash, and Hide. Monk's get a bonus action Dodge from Patient Defense.
Bane is a good defensive spell for AC and it helps abilities that force saves ensuring that they work more frequently. It does require a save itself and is limited to the number of enemies that it can affect, but it benefits all allies. The bard can get this and it will help Vicious Mockery land on an affected creature or an additional creature can be targeted to limit they're offensive output.
If both rogues are swashbucklers, they can engage an enemy with melee, get the free disengage from fancy footwork, and then pull away in an attempt to get an enemy to attack it. They can use their bonus action to attack if they are dual wielding to get some extra damage out or more readily ensure that they hit. If an enemy is within 5 ft of another ally, no creature is within 5 ft of the rogue or enemy (thanks to Rakish Audacity), or the rogue has advantage on the attack, sneak attack damage can be applied. While dual wielding will increase damage potential for the rogues, the cunning action abilities will usually be a better usage of the bonus action early. Being able to legitimately hide will give enemies disadvantage to their attacks and may give then advantage for their attacks if they can make the attack while remaining unseen. Disengage will help when they can't attack all of the creatures surrounding them, and dash can give then extra speed to dart in, attack, and disengage thanks to fancy footwork. The rogues may want to take turns hanging back and peppering people from range while the other tries to kite enemies away. As an alternative, one can block a hallway and simply dodge (probably the higher AC one) to tank in a pinch.
Smaller areas will be rougher for you, but creative usage of terrain, choke points, and crowd control will help out tremendously.
There's been some good advice so far, just remember that you'll have to think more tactically than you normally would have to and rely on alternate methods of resolving conflicts when possible. Of course, prep the battlefield before hand if you can to give yourself a plan B in case negotiations or stealth fail.
I probably wouldn't have the Warlock use Armor of Agathys, at least not as an option A. Since they are your primary healer, you'll want them positioning themself so that they avoid taking damage when ever possible. Bringing it up in a pinch can stiffen them up and provide some bonus damage for when things go south, but that spell slot is probably best saved for a Shatter or something else as a main option. I'd even consider not using Hex in encounters with multiple enemies, relying on Agonizing Blast to give you more damage. Repelling Blast would be my recommendation for the next invocation, as it will allow your warlock to damage and provide crowd control at the same time. It does work for each beam of Eldritch Blast meaning that targeting the same creature with multiple beams should provide damage and increase the push back.
Figure out what you have currently that you can employ for these tactics and the best ways to combine them to more legal effect. And maybe have a Bolt hole ready with a Minor Illusion over the no larger than 5 ft hole to make it appear that there is nothing there.
Dude. 2 things:
Rogues Dodging as an ACTION is fine too. The baddies will not be able to hit them, and if they try to run that’s a free sneak attack. Focus on the Rogues touching as many enemies as possible. If someone runs past to get to the spellcasters? That’s a double sneak attack. If another tries to get past? BA Disengage, Action dodge, and surround them again. Force all of those sneak attacks every time they try to get away.
Mage Armor for your rogues - give them a +1 over Studded Leather.
They’ll do fine.
Hex allows you to give the enemy disadvantage on ability checks with a certain ability. If you choose strength, you can give them disadvantage on Athletics checks. If you choose dexterity, you can give them disadvantage on Acrobatics. Because your Bard likes to use a longsword, and because melee attackers get advantage against prone enemies, this makes the Shove action quite useful. Especially for your Rogues that will get Sneak attack from attacking a prone enemy. It's probably useful for your Bard to shove an enemy prone (if he's using a longsword, his strength score is probably good) and then to let the Rogues bash him with advantage. If you can combine this with something like Web to give them 0 movement, you can really lock down an enemy. The initial save against Web is a saving throw, not an ability check, so choosing Dexterity Ability Checks with Hex won't affect their Dexterity Saving throw. But a creature trapped in the web would likely do a Strength Check with its action if it fails the Dexterity Save, and Hex would give it disadvantage on that Strength Check. The combination of prone + restrained is powerful.
Because you don't have a tank, it's essential to focus on crowd control abilities in combat. You need to use a little bit more strategy than a party which has a more traditional tank. At level 5, your Bard will have access to the spell Plant Growth which works quite well with your Rogues having Bonus Action Dash from Cunning Action, and with Repelling Blast from your Warlock.
What spells do the casters have already? That plays a huge part in tactics, especially when the whole party wants to stay out of the front line.