Trying to nail down what I want to play before Monday, and while I recognize that the party dynamic for 5e has changed I'm still stuck in the mindset of 'why do we have no healer?'.
Party consists of [what will later be] a Bugbear Rune Knight, Dragonborn Paladin, Tiefling Rogue, and a Human Armorer Artificer. My character will be a Half-Elf with the Gambler background regardless of class. Right now I'm locked in as a Divine Soul and between my class and racial skills I've decided to grab Arcana, History, and Religion mostly to add flavor to the background as I figured story-swapping while I gamble would be a thing, but also because no one else in my group took any Knowledge Skills. XD
How "mandatory" is Hexblade, or rather how strong is pure Divine Soul vs Sorlock? How about Bard? Not too keen on playing a Cleric or Druid though.
Trying to weigh an extra 6th and 7th level spell slot against grabbing my capstone ability 12 levels early, or if I should go pure jack-of-all trades and hop on the Bard train. In which case I would probably choose between Lore [more likely] and Eloquence.
What I'm hung up on right now is looking at the far future of my Divine Sorlock, the appealing traits of which are Subtle Spell for gambling/general shenanigans and Twin spell for obvious reasons, with the items I would pester my DM for would be maybe Illusionist Bracers [for 'sp-less' quickened EBs], a +1/2/3 Bloodvial [for +atk/dc and 5sp on sr], and a Shadowfell Shard because giving the enemy disadvantage on certain ability checks/saves until the end of my next turn by using a Metamagic is just delicious. On top of all that 1/sr I can add 2d4 to clutch a failed save, and spend 1sp to reroll my failed ability checks.
But I also don't know what the Bard is capable of outside of having a lot of skills and what is probably the most versatile spell list of any class, as well as heat metal [cook 'n book!]. What do they do in combat? Just sling Vicious Mockery when there's no reason to spend a spell slot or what?
Not sure how the Artificer is building their toon, but I'm likely to be the sole battlefield controller/support buffer/aoe blaster/whatever and I don't know how critical/clutch it is to have Resurrection/Regeneration over just Revivify. I'm so used to playing a gish caster that I haven't the foggiest ****in clue what I'm doing here. XD
Any ideas of how I can best support my own personal meatwall?
Everyone keep saying that Fighters, Clerics and Wizards received a lot of love from Tasha’s, but have you take a look at the expanded spell list for Bards?
Command, Aid, Mirror Image, Mass Healing Word, Slow.
If you want to play a strong support character capable of battlefield control, buff/debuff and consistent healing, go Bard and never go back. Skill monkeyness and high CHA are just icy on the top, between a Bardic Inspiration and an amazing spell selection.
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Trying to nail down what I want to play before Monday, and while I recognize that the party dynamic for 5e has changed I'm still stuck in the mindset of 'why do we have no healer?'.
Party consists of [what will later be] a Bugbear Rune Knight, Dragonborn Paladin, Tiefling Rogue, and a Human Armorer Artificer. My character will be a Half-Elf with the Gambler background regardless of class. Right now I'm locked in as a Divine Soul and between my class and racial skills I've decided to grab Arcana, History, and Religion mostly to add flavor to the background as I figured story-swapping while I gamble would be a thing, but also because no one else in my group took any Knowledge Skills. XD
How "mandatory" is Hexblade, or rather how strong is pure Divine Soul vs Sorlock? How about Bard? Not too keen on playing a Cleric or Druid though.
Trying to weigh an extra 6th and 7th level spell slot against grabbing my capstone ability 12 levels early, or if I should go pure jack-of-all trades and hop on the Bard train. In which case I would probably choose between Lore [more likely] and Eloquence.
What I'm hung up on right now is looking at the far future of my Divine Sorlock, the appealing traits of which are Subtle Spell for gambling/general shenanigans and Twin spell for obvious reasons, with the items I would pester my DM for would be maybe Illusionist Bracers [for 'sp-less' quickened EBs], a +1/2/3 Bloodvial [for +atk/dc and 5sp on sr], and a Shadowfell Shard because giving the enemy disadvantage on certain ability checks/saves until the end of my next turn by using a Metamagic is just delicious. On top of all that 1/sr I can add 2d4 to clutch a failed save, and spend 1sp to reroll my failed ability checks.
But I also don't know what the Bard is capable of outside of having a lot of skills and what is probably the most versatile spell list of any class, as well as heat metal [cook 'n book!]. What do they do in combat? Just sling Vicious Mockery when there's no reason to spend a spell slot or what?
Not sure how the Artificer is building their toon, but I'm likely to be the sole battlefield controller/support buffer/aoe blaster/whatever and I don't know how critical/clutch it is to have Resurrection/Regeneration over just Revivify. I'm so used to playing a gish caster that I haven't the foggiest ****in clue what I'm doing here. XD
Any ideas of how I can best support my own personal meatwall?
Everyone keep saying that Fighters, Clerics and Wizards received a lot of love from Tasha’s, but have you take a look at the expanded spell list for Bards?
Command, Aid, Mirror Image, Mass Healing Word, Slow.
If you want to play a strong support character capable of battlefield control, buff/debuff and consistent healing, go Bard and never go back. Skill monkeyness and high CHA are just icy on the top, between a Bardic Inspiration and an amazing spell selection.