But the best dnd party as in what party will have the least player deaths and the highest mission completion rate. this would be usefull information for a party that keeps failing missions and having lots of player kills
@@MrJasper609 yes I agree the information of the video does give helpful hints. Add strategy, well balanced party composition, a smart group of players, and a fair dm/challenges. All that makes for a party that will survive. But alot of times if everyone are good friends and there to help each other and have fun you'll probably make it. :)
We basically said that in our ultimate d&d party video. You'd be surprised how many irate comments we got because we kind none of it matters unless your having fun. Nerdarchist Dave
I made the smallest tortle lore bard. Mustang peppercorn, the kings cobbler, historian, plays a mean Johnny be good. Casts fireballs, polymorph, improved invisibility, while telekineticly playing the lute. He does teld to just break out into song or just wonder off and start playing n babbling mostly useless historical facts. Always in search of his long last Jenny. A mystical myth lute of the ages.
My ideal team composition: Barbarian (Bear Totem) Paladin (Oath of Devotion) Cleric (Life Domain) Wizard (School of Divination) Rogue (Assassin) No need to double up on Ability Score skill checks. 😁
I would probably go with the Scribe Wizard. Being able to create scrolls at half cost and half time, as well as making one level upscaled scrolls that only you can use, that means during your rests, you can make some scrolls that are going to either come in clutch without spending a spell slot in the moment. Perfect for creating scrolls of Tiny Hut when you need to put up a safe haven for long rests, or cast Mirror Image or other long lasting, non-concentration spells so you can save your spell slots for damage and battle field control.
What About A Rogue for traps Etc/etc??And Rather Have A Domain of life Cleric for Healing As well instead of Druid who (just) missed it out But what About multi classing then All is fine Right?? Anyway Agree for the most part for the Rest of your picks Who Agrees??
I'd like to see that best list and also I'm glad to see Oath of the Ancients here because back in the worst list I was like "Wait Ancient Paladins give Magic Damage Resistance and can choose to not go unconscious sometimes.." Also can you guys try to do a build for characters focused on naval and aquatic combat or a guardian character who takes the attacks their allies would.
@@Nerdarchy I know you guys did make that disclaimer of there is no real bad paladin class it's just a bit of a "Why me?" moment where you or the thing you like is randomly picked for something bad. Though I had the opposite feeling of "Yeeeeaaahhh!" when Oath of the Ancients and Ancestral Spirit got picked for this. Also for that Guardian build I feel like I just described Oath of the Crown since they get a lot of stuff towards that. :P
If you do want to use multiclassing, might I suggest a whole party of Grave Cleric/Zealot Barbarians, with at least 5 lvls of grave and 3 lvls of zealot you can have a party that will be hard to put down and even harder to keep down.
You sure could, but definitely doesn't seem like a very interesting party. I guess you could all be of the same order on a holy quest. Nerdarchist Dave
@@Nerdarchy I do believe it might be more interesting to throw something like this around as a DM, either as direct antagonists or as a rival party that can be brutally deadly in any encounter they face. I honestly just thought that those 2 subclasses had some strong early features with synergy, and honestly believe that any party might benefit from having them both in it, but not both on the same person. Then I thought, yes on the same person, on all the persons!
For 1 combat per day, sure. But you can't cast spells while Raging so your going to burn through rages really quick. Or be taking turns being a pure Zealot or pure Grave in different combats, in which case just have half the party be Grave clerics half be Barbs.
I do agree with the Bard pick. Since you have enough damage output from your physical combatants, Bard is perfect for battlefield control. Too bad our Bard has a negative wisdom and intelligence IRL and complains about not having damage spells... I do agree it's up to whatever you find fun as a party, but you still need to at least vaguely fill the roles. You can't just go out there with 3 rogues and 2 wizards and expect success.
Agreed. Particularly in regards to your assessment of the player who picked Bard and is then astonished that they don't have a slew of high-damage magical options. It's not like the spell lists are classified or anything.
@@nickwilliams8302 He didn't expect he'd be playing support when picking Whisper Bard. Bottom line is, whichever Bard you pick, you're pushed to the support role, and Bard is the bast damn support/utility class. I have a Bard NPC in my campaign and I love playing him when he's there. And if you're really power greedy, just take Fireball with magical secrets. But something like a mass heal and haste are way better options.
@@ToadimusPrime I wouldn't say "pushed". That's like saying Rogues are "pushed" to be damage-dealers or Wizards are "pushed" to be spellcasters. Support is just what Bards _do._ Can you just let him switch to Warlock?
@@nickwilliams8302 Not my campaign, and we're almost level 8, so we're halfway through the campaign. And also, he died and was brought back 6 times (on his solo conquests), with the res DC going up every time, and we don't even have a cleric in the party. That's how much our DM wants him alive.
The BEST D&D Party is only 4 characters, not 5... and they are as follows: Fighter, Cleric, Thief, and Magic-User. You guys really messed this one up. LOL... Seriously though... great analysis and fun video!
5 bards. On a mission from God. (because a 1 level dip into Cleric just makes sense). They go up to 11. And it's all happening. They are, Bards on the Run.
"I polymorph into a triceratops...." "WHAT?!?" One obstacle nearly kills 4 heavily armed PCs, while the other barely makes a bard with some potion nervous!
My players- 1/2 drow Celestial lock/Divine sorc. Changeling arcane trickster Bugbearian dipped in gloomstalker Deep gnome lore bard Dey is Da best party ever!
You don't need an optimal party composition. What you need is every party member to be useful. It is all about your bases: (This advice is for multiple systems). Damage Dealing: This one needs to be covered by every party member. If combat comes along, you need to be prepared. Even if your campaign involves little to no combat, every character should have one reliable means of dealing damage. Support: Support comes in many flavors to healing, controlling the battlefield, buffing your party, weakening enemies, summoning or being the party tank. Tanking and healing are generally the least useful ways to be a supporting character. Buffing your party is highly useful for defense and offense. Investigation skills: searching for lore, uncovering mysteries, solving crimes and saving the day. Insight, Investigation, and Perception (search, spot and listen) are useful. Exploration skills: Make sure you have the spells, skills and tool proficiencies to access everywhere at any time. These are skills such as stealth, thieves tools, acrobatics (jump and balance), athletics (climb, swim), survival, and disguise. Knowledge: Having someone who is knowledgeable is helpful. Useful skills that might come up are languages (the commonly spoken ones), arcana, nature, religion, history and maybe dungeons. There are other knowledge skills, but they are less likely to come up. It is always a good idea to have a few skill points in every knowledge (or have proficiencies in the most frequently occurring ones). Social Skills: Persuasion, intimidation, and deception will come in handy in a city based campaign. If you're on the road all the time going from dungeon to dungeon encountering very few NPC's, you might find these skills redundant.
I'm currently playing an Order Cleric/Inquisitive rogue "Dirty Lawyer" type character for an evil campaign and it's super sweet. Very versatile and has a fair damage output, as well as amazing out of combat role playing.
Great video guys. Would love to see a video on the best multiclassing options (for flavour and/or mechanics). I have a real soft spot for my Aasimar Divine Hexblade. She will have MoMF and a fiendish familiar, so it should be full of fun and flavour! Also really looking forward to your subclasses video.
Really Appreciate this vid, I've been wracking my brain on trying to come up with the optimal party. This answers my 2 year old question. Lorebard for the Win!!!!
For best party, you want the classes who have abilities that synergize with the other character creating a force multiplier. I’d go with Barbarian - Totem but with that Wolf ability that gives Advantage. Giving everyone Advantage on that creature you are attacking is fantastic and is going to increase the chances of your Rogue or Paladin Critting. Speaking of critting, get yourself an Elven Rogue with that Elven Accuracy Feat. Scout is a fine choice but Arcane Trickster would be better because it increases your usefulness outside of combat. Cleric Order or Life is good. Forget the Bard and go with a Wizard, either Abjuration or Divinitation. Control spells, again, act as a massive force multiplier and no one does it better than the Wizard, especially those two subclasses.
Ancestral guardians gets to hinder enemies lessens damage. Later punishes with damage is why we liked them for this party. Bard has the ability use control spells but also aid the party with bardic inspiration or hinder enemies with cutting words. Only abjuration wizard is a better counter speller. On that choice we went with utility over specialization. Nerdarchist Dave
@@NerdarchyLore Bard should be the better counter speller than Abjuration Wizard, assuming you've got inspiration dice left. Because the expected value on your peerless-skill inspiration die is higher than your proficiency bonus and in theory your Jack of All Trades should add half your proficiency bonus on top of that. Only levels 5, and 10-13 are Abjuration wizards a better counterspeller than a Lore Bard. At Level 6 Lore Bard: d20+1(JoAT) = Average 11.5 Abjuration Wizard: d20 = Average 10.5 At Level 10 Lore Bard: d20+2(JoAT) = Average 12.5 Abjuration Wizard: d20+4 = Average 14.5 At Level 14 Lore Bard: d20+d12 (expect 6.5)+2(JoAT) = Average 19 Abjuration Wizard: d20+5 = Average 15.5 At Level 20 Lore Bard: d20+d12 (expect 6.5)+3(JoAT) = Average 20 Abjuration Wizard: d20+6 = Average 16.5
Nerdarchy’s list 1. Ancestral Guardian Barbarian-tank 2. Oath of the ancients Paladin- off tank 3. Order cleric- healer 4. Scout rogue- ranged attack 5. College of Lore bard- aoe support/healer Still watch the whole video- it’s very insightful but this is the spark notes
I love Dnd Beyond character creator since I can create/save a character idea and not have to worry about the sheet vanishing/getting misplaced. I especially like my Centuar Calvary idea with Flaws - stairs :p
All holy party is best party. War domain. Forge domain. Grave domain. Life domain. And one paladin oath of Ancients. Half damage taken by spells, get those heals, want advantage on death saves here ya go, want magic items make them yourself, want a big hitter I gave you 2 and more if you do it right. Who needs to sneak?!
Joined a campaign once where right off the bat we knew we were going to be questing for an arcane university. Our group (without collaboration with each other) built an awesome group: Eldritch Knight Fighter (archery/DEX build) Arcane Trickster Rogue (damage carry) Lore Bard (face, shenanigans) Knowledge Cleric (support) Divination Wizard (control/blaster) Pretty fun thematically
Want a video on 2-4 players (The Most Useful/Bad Ass Best) party combos(Ready for any kind of Adventures) + The Dm As well Thanks?!! Let us know what you think/choose Race,class,feats,spells,skills,Etc/etc And Why??Tell us Why?? if you Reply 2 this let us know your Replying 2 this very comment and Thanks??
I'd love to see the best subclasses also, it would be very helpful if you could list the book that each subclass is from, saves us some time from going through like 6 different books/pdfs to find it
I enjoyed your recordings of dnd games, any idea on doing those again? Maybe a series of short one shots and a retrospective on each, kinda fuse the "dnd tips" thing with the upcoming popularity of dnd live streams
They aren't nearly as popular as people think outside of Critical Role. Numbers don't lie. We haven't decided what to do yet. If we do decide to do streamed games it hinges on being able to do it at a higher production value than we've done in the past. Nerdarchist Dave
Moon druid is more a Tank with healing options and metric tonne of out-of-combat utility. They can substitute for basically anyone in the party except the Bard or the Rogue because they have no counterspell or other anti-magic user options and aren't going to have high charisma or many skills.
We went with versatility over fire power. The bard will have control and buff spells as well as bardic inspiration to better synergize with the party. Nerdarchist Dave
We Agree Rather Have A Wizard in our party But why not multi class into 2 classes each for 4-5 total players you would still Have (most) of the stuff in 1 All of tier 1-3 then Dip like 4 - 6 levels into A 2nd class that would make you Have A overall Tad of something you can Do with more in Game stuff and Have more options,versatility,control,Buff,Heal,Damage,Ect/ect make like 1.A Half Human order of Devotion paladin up 2 lv 12 with maybe 8 lv of Bard college of lore,#2.A Half Human with skills/Elf with fey Ancestry and (some) Dark vision Wizard Evocation/or Divination lv 14 w/ War caster feat that 14th lv evocation wizards Do max Damage on spells like x1 Aday with like 6 lv of Eld.Knight and cantrips+Skills, Daulist style And 1 Feat (Maybe) Shield master As A Arcane focus as well/or sentinel Defense style Fighting?? With extra Action/Atk (from lv 5) And Action surge (We like playing Gish like char),#3.A cleric Human life Domain for like 13 levels and A warlock for like 7 levels Get Eld.Blast yeah they Are A Bit Different But still (could) Work with the Back Ground,And Right player,#4.A Fighter with Daulist style Mountain Dwarf Battle Master w/ A feat for 6lvs + Action surge Etc/etc and 14 lvs Barbarian Ancestral Guardian,#5. A Half Elf Rogue with (some) Dark vision and tool proficiency,x5-6 skills stealth,Etc/etc level 8 Assassin +1 feat with like A 2nd Bard of lore for 12 levels/or some other caster like moon Druid/sorcerer with favored soul who Agrees??If you Reply 2 this please let us know your Replying 2 this very comment Thanks?!!
Multi classing can Help make some char Builds that are so cool,and fun 2 play and (some)of the Best of like 2-3 classes combined who Agrees??Also tell us your favorite Most Bad Ass char Builds Race,Tall,lbs,Class,sub class??,Feats,spells,skills,Ect/ect leave A like Also if you Reply 2 this let us know it is 2 this very comment and Thanks?!! P.s. can some one Give us the full Build for the (Most Bad Ass) Gish type char like wizard lv 14/eld.Knight lv6,Race,feats,skills,spells, Ect/etc what is the Best with options/power and other such and why this/that is Best explain why??And please let us know Thanks?!! Go up till 13-25 or 30 (full) level Break downs please!!! what is Better then wizard and why??We like wizard/fighter types = ) : )
Please continue making these team comp videos but do them for muticlassers and different party sizes, Like best duo, trio, etc. My group has always been with 2-3 people and find party balance has always been a struggle
Nameless Henchman Best duo: Hexblade Paladin and Hexblade Divine Sorcerer. Best trio: add a Hexblade Lore Bard. All have high AC, great damage in both range and melee, healing capability, nova capability, and most of the best spells in game. Outside of combat all are good party faces, and the Lore Bard will have enough skills and expertise to cover a majority of the situations.
@@Nerdarchy Maybe you could do the best parties "of shared backgrounds"? Like, the full militarily trained party, the full nature themed party, the full arcane collage party, the party all dedicated to the same religion. Not sure if this suggestion has been made yet.
Small parties you can either tailor the adventure to a specific set of skills (e.g. intrigue/social based, monster hunter based, or wilderness exploration based). Or I'd highly recommend a druid or a wizard due to their ability to choose from very diverse spell lists that include lots of utility and damage and control options. Druids need to be complemented with a social-focused character (anything using Charisma as one of its main stats) and/or something with lots of skill proficiency (Bard/Rogue), and wizards need healing and tank-ability to complement them (so a paladin if a party of two, or a cleric and a barbarian, or a paladin + rogue). IME the most used skills/abilities are: 1) Perception & Investigation skills 2) Persuasion or Deception 3) Healing 4) Damage dealing 5) Flexible magic: e.g. polymorph
I agree play what’s fun. But an effective party I think it’s an eclectic one with broad range of skills. The three common encounters in D&D are combat, role playing (negotiation) and exploration. So for that perhaps the classic list is the best: fighter, wizard, rogue & cleric. You really can’t go wrong w/ that party combo.
The "best" party composition? "Best" is a relative term. It's dependent upon what the players are trying to get out of the game and what kind of campaign the DM is running. In which case, filling roles and making sure the party has access to certain abilities is more important than specific classes. The basic four person party of Fighter, Cleric, Rogue and Wizard has a lot to recommend it, as you're covering all your bases, but you can swap out different classes and even split roles _across_ classes (a Paladin and a Bard instead of a single dedicated healer for example). And there's always the more creative solutions. My current party is quite weak in the front line, but their Druid tends to use summoned creatures to keep foes off the squishier members and pin enemies in place before Wild Shaping into something tough. So that's an option if no one wants to play a traditional "tank".
Circle of the Moon druid with a summon is super hardcore. I've used it in our Save or Dice game. Thinking of taking warcaster to help with those concentration saves. Nerdarchist Dave
I often find myself playing thematic rogues. Good thing too cause my party is so focused on combat. A fighter and a paladin with the personality of a foaming barbarian... or perhaps just a sword. 'Hello my name is irrelevant and I stab things' *stab stab* I love them though. And it's nice to be the skill person most of the time. It gives me alot of opportunity to flesh out my characters. On the other hand... your party should be at least passable in any context, since the DM should run the game accordingly to avoid the party getting stuck.
sam whary The opposite perspective though is the optimized Paladin and Fighter are pushing their characters to their limits trying to win the deadly encounter, meanwhile every other turn the Rogue is in the backline playing at amateur theatre.
By random chance, the party in my current campaign is literally the exact same five classes/subclasses you mentioned, with a single change. Instead of Cleric, we have Divine Soul Sorcerer. Really helps flush out our magic options, and being able to double cast healing spells has been clutch.
I would imagine a party comp that uses the action economy very well especially if you your party has a rogue or paladin for constant sneak attack and smite damage like glamour bards order cleric battle masters I would also toss on alot of crowd controller effects like fear with a conquest paladin or sorcerer with careful spell and reverse gravity also need ways of getting around well so a scout rogue is really nice with that. Wow I was pretty spot on after watching this lol.
Once we get past the whole 'have fun' thing (kind of an unwritten rule really), Ted got it right in that the old idea of specific roles is kind of obsolete in 5e because of Skills, Feats etc. However, there are some good rules of thumb to think about: 1) The more versatile your party, the better. In a 5-person party it's okay to have 1-2 characters that are laser-focused on their 'role' but the rest should be a little more 'Jack of all Trades' (Bards have this ability so they're great at this!). 2) You should have some kind of ranged damage caster. There are too many situations where a big ol fireball or lightning storm is just better than 'we shoot 42 arrows'. 3) You need some kind of Skills person. Unless you're in a murder-hobo campaign, you're going to want someone with Persuasion, Nature, History and so on. Proficiency in Thieve's Tools is almost a must as well. 4) You really need a Tank. The enemy doesn't usually cooperate ('No plan ever survives contact with the enemy') when you want to drop back two and cast. Having someone up front with a good AC and/or HP to take the hits while everyone behind them is doing their thing. If they can lay out damage too then that's nice but it's not required.
I honestly was kinda upset that my favorite paladin Oath was considered the worst in the other video. Yeah, their channel divinity isn't much, but their Aura of Warding at 7th level and Elder Champion feature at level 20 makes them amazing tanks.
I feel level 20 abilities are catch 22s. They piss me off when they suck, but level 20 abilities are probably the least relevant abilities in the game. Yea I'm not sure why I let Ted get oath of Ancients in as the worst. So we kind of retconned it here. Nerdarchist Dave
I like your party, here is mine: Moon druid: Healer and CC, or tank, depending on situation. Rouge scout if single class, but even better would be a Ranger/Rouge. After 1 level of each, rush to ranger 5, then even them out for a 50/50 split. War cleric: Healer and insurance that important attacks (sneak attacks) hit. Also secondary tank. Samurai fighter: Main tank and good single target DPS. Dex based, to be competent at ranged weapons. Pact of the tome warlock: Party face, ranged DPS, and provider of those immensely useful ritual spells.
The best party is the one that works together and the worst party is the one that doesn't work together. You could have the best or worst class(subclass), race(subrace), and background combination composition, but as long as you help your team out, you'll do fine, but if you don't help the others out, then things will fail.
Sun Clerics and Evoker wizards combined could destroy not just the enemy, but entire towns and cities. Flames and Force damage. A swashbuckler Rogue with a eldritch knight would be able to flank and move forward with the rogue able to explore with stealth. The Fighter become the front line of defense. 5 Add a Bard of eloquence. Interaction. Spells. Jack of all trades. It'd be an interesting party, but as a can opener I think it would be just more fun.🙂
Life Cleric with a 3 level dip in celestial warlock, Beast Barbarian/Moon Druid, Assassin Rogue/Champion Fighter, Vengence Paladin/Hexblade Warlock, Lore Bard. This group would crush.
Mine would be for a five man party Fighter - eldritch knight. Sure battle master is usefull. But eldritch knight has alot of potential. Blink behind enemies, use absorb elements to reduce elemental damage( if you play out of the abyss. The shit is usefull), and you can use SHIELD to raise your ac by 5 as a reaction. You will likely have 16-18 ac. You can have up to 21 to bloody 23 ac. You can always use higher spell slots so theoretically. You can just shield 6 or more times if ya wanted. You are the mightiest wall. And if you're a half orc, you aint dying anytime soon. And if the cleric gives you holy weapon, oh boy. Cleric - domain of life. Hey, channel divinity before short rest. Get em back after. No need for spell slots. And you can set the battlefield as your playground because you get a spiritual weapon and a guardian without needing concentration. Plus spirit guardians as your concentration to hinder enemy movement towards your backline. Nothing going past you. Druid - circle of the moon. When you need an extra meat shield after they got no more spells. Turn into a giant bear or a bloody elemental. With hipoints to spare. You are essentially immune to deadly -max hp effects since it only stays in your wildshape. Dont get me started when you can start casting spells while transformed. Rougue - arcane trickster (sneak attack fire bolt or chill touche that can do so much damadge with that element and can crit) and invisibility is your best freind. Bard - lore. Nothing more.
What about doing a series of videos on each Monster from Oe to 5e? Say...Pick the Knoll. What was it like (Even if it was) in the Original Edition, 1st Edition, 2nd Edition, 3rd, 4th and now 5th Editions. What you guys liked and disliked about each edition and what would the Ultimate Knoll be in each of your views. Doable?
You seem fixated on small round hills (knoll). Though I do love me some gnolls. Jk just messing around. That could be an interesting series. I haven't played OG D&D and has played it or 1e. We'll keep it in mind though. Nerdarchist Dave
Can't agree more with the composition although I feel druid could have had a place there too if you guys went with a different rogue archetype (arcane trickster) please do a best sub-class video :) would love to hear your picks and why they are so great
Strongest iv played in was one wizard one paladin one cleric and a rouge was so well rounded dm had bit of trouble at higher levels was a fun time. Great video as always guys.
Everyone is different on their own perspective and goals how they have fun. The best party for me is a group that loves to discuss art and culture and goes shopping and that inspires them deeper into character development and roleplay.
I would love to see a video on the best subclass for each class, and I would also like to see a video on the worst subclass for each class, along with all that, I would like to see a video on your thoughts for the most unusual subclasses for each class. All that said, I would love to see a video on the most unusual/interesting/unique class/race combos. I just put together a character for a low magic campaign, one that should be officially starting up on rolegate.com shortly, a Firbolg Paladin. We're starting at level 1, so I don't have my subclass just yet, but to go along with the theme of things I am considering going Oath of the Ancients once we get to that point, it fits with the theme of the character, especially since we're doing it all in a stylized historical setting where some races are playing the part of ethnic groups, the DM for the game okayed Firbolg being the Irish. In case you didn't know, Fomorians and Firbolg are both figures in Irish lore, I think they oversimplified the Firbolg a bit when converting them to D&D but I'm sure some new game resource could fix that at some point in the future. There are actually some events in Irish lore that could act as inspirations for campaigns, you just need to take a look The Book of Invasions, the compilation of stories about how Ireland was settled, to see what I mean. Tale Foundry did some videos on Celtic mythology, here's the video that condenses and summarizes the tales about the settlers of Ireland ruclips.net/video/cSSJfo2eu4E/видео.html
@@Nerdarchy It would probably help to know the title of the video Quick edit, I remember that video and went back through it. That said you sort of just give quick blurbs about why those subclasses aren't very good, I would like to see a bit more expanded explanation as to why the subclasses you say are "the worst" are firmly in that position. Not to mention, you do mention changing your opinion on what you said the "worst" Paladin subclass is.
Current party is a vengeance paladin, storm herald barbarian, college of swords bard, evocation wizard and circle of dreams druid. It really feels like a nice balanced party with the bard and wizard splitting what would normally be a rogue's role.
Oath of the Ancients and Ancestral Guardian sound like a good pair. Could both be from a tribe deep in the forest and are both calling on the assistance of their ancestors and other spirits from the forest. Throw in a Ranger, a Druid, Nature Cleric, Scout Rogue or an Archfey Warlock and you can have a very cool tree-hugging hippy party (Although the Totem Barb might fit better in that scenario)
Scouts don’t compare to Rangers. Being able to navigate a party through diff terrain at full pace with no chance of getting lost is better. The Scout gets expertise so they can be a good tracker but Rangers can travel at full speed while tracking and knows the numbers, type, and age of tracks as a special ability. They also have access to spells like pass without trace where he/she can stealth the whole party. Also, depending on your fav enemies, you can recall info on your foes that is useful to the party. A ranger with sharpshooter and hunters Mark is an incredible DPS machine. Especially if they take the Hunter sub-class. Since Ranger is a Wis based class they tend to have much better perception than a Rogue.
A few useful things you missed. Protection Fighting Style; (for the paladin at least, bit if both your tanks had it...) Feats: Inspiring Leader, Healer (rally good for a thief w/ fast hands, pretty good for anyone else), Sentinel (lock down), Shield Master (BA proning)
The video was already a decent length without getting into the nitty gritty. So we kept it to more of an over view. But those are all great points. Nerdarchist Dave
A friend of mine turned me on to your group. I have alot to watch, but it seems like alot of the shows you do have great advice that I should be able to bring back to my channel for other games than D&D.
I am playing in a party, that was restricted to DnDB free content at the start (not long after a few members bought a few books) so we started with a half-elf (fiend) warlock, a human (life) cleric, an aarakocra (hunter) ranger, a dwarf (Vengence) paladin and a half-orc (samurai) fighter who came into the party after we started. The warlock got into a few bad combat scenarios, being a bit arrogant while winning in combat and being hit hard, by a close by a second enemy group, without a way out of melee for three round, and then the dice does not favor the character. If the character dies, what should be the next logical choice for the player? Started at level 1, at the moment we are at level 3
Warlock? Maybe whoever/whatever he swore his oath to isn't done with him yet and he gets his one free "get out of hell" card to carry out his masters will on this plane. Make him go on a quest. Resurrections aren't cheap. Make him pay for it on the quest tho. Don't let him keep on thinking he has a free ride.
I don't think his fiend would be that generous. He already punished the warlock once, for not doing the task set before him, as fast as the fiend would have liked
@@truthert having heard that I'd almost be inclined to make him reroll a new character. It's not like he can't catch up fast. Maybe you can even bump him to lvl 2 so the gap isn't so large. He could have been an adventurer you met in town at a guild hall or bar looking for a party near his own lvl.
You probably want another spell caster and depending on the temperament of the vengence paladin another high-Charisma character. So Sorcerer or Bard would be good choices, and for both the free content is one of the best subclasses. For race, anything with a bump to charisma or constitution is always good, perhaps a tiefling if they like the fiendish aesthetic?
I'm a bit hesitant two go with two full tanks. IMO, better to have only one tank and then a secondary character who could off-tank. Too easy for the barbarian and paladin to be standing there in a ranged combat doing little. My ideal would be the for primaries -- barbarian (tank), rogue (damage), cleric (healer), and wizard (controller). However, my 5th would be a jack-of-trades character... something like a hexblade bladelock or valor bard. In good fights they can help the wizard with control spells. Better using control spells in most cases, but if that doesn't work... they can help the barbarian tank. Otherwise, I'd try to give the paladin some better ranged options -- maybe eldritch blast via a feat or something.
On skill monkey character builds, by level 8 you could have every skill in the game thanks to Xanathar's with the Rogue 4, Cleric 1, and Bard 3, Sage background combo. You would also have 8 expertise skills and 8 languages
@@agilemind6241 There's no "just" about Magic Initiate. It represents a major character development. Particularly a divine version of it. Not to say that any halfway creative player couldn't come up with a plausible explanation for the new abilities, but they _require_ an explanation.
Can you do the best 2 person combinations for a 5e part. I think it'd be really interesting to see what it is, because both people ideally need to heal, but also be hard hitting and somewhat tanky.
@@M0ebius And have like zero skills and minimal utility spells? one river with a strong current or a few traps and they're dead. Some fun but fairly functional pairs: Moon Druid+Rogue (Bonus points for a Halfling rogue riding their bear-form druid into battle) Lore Bard + Aasimar Barbarian Bladesinger Wizard + Oath of Ancients Paladin (Bonus points for elven & half-elven siblings)
Agilemind You can’t cover everything with two characters and can cherry disadvantageous situations with literally any combination. Lore Bard? Some focus fire and you’re dead. Barbarian? One failed Wisdom save and it’s TPK. Wizard? One sleight of hand on your spellbook and you’re screwed. So on and so forth. My combo covers all combat roles including DPR/Nova/Control/Healing, along with excellent defense and saves. Outside of combat you have great social skills. You also unlock some of the strongest combos like Hypnotic Pattern+Aura of Devotion, Animate Objects+Crusader’s Mantle, Command+Booming Blade. So if your game runs the recommended 6-8 encounters per adventuring day like mine does, it’s probably the strongest combo aside from Hexblade Devotion Paladin + Hexblade Lore Bard.
Best 4 man party in my opinion: Hexblade Devotion Paladin (Tank/Nova/Heal), Hexblade Lore Bard (Control/Skill), Hexblade Divine Soul Sorcerer (Blast/Nova/Heal), and Hexblade Sword Bard (Tank/Caster/Skill). Everyone has high AC, extremely good DPR in both melee and range, good healing, has all the best spells, and with 2 Bards also have all the skills covered. There are also many sick combos like Aura of Devotion+Hypnotic Pattern, Animate Objects+Crusader’s Mantle, Animate Dead+Crusader’s Mantle, Dissonant Whispers/Command+War Caster+Booming Blade, Twin Spell Holy Weapon, so on and so forth. If a 5th PC is needed, throw in a Hexblade Eldritch Knight with Crossbow Expert+Eldritch Blast+War Magic for the best at-will DPR in game.
The absolute best party on a cosmic sense would be: - Gold Dragonborn Gold Dragon Sorcerer Noble who is on a journey of ascension and enlightenment to become a true dragon (even though he is fiery and charismatic, he should be played both as the serene monk and the arrogant supremacist with a stick up his ass). - Human-based Protector Aasimar Life/Light/War Domain Cleric or Good Divine Soul Sorcerer Acolyte who is an actual godling (this guy wants followers, lots of followers, and glory that converts into more followers, and heroic deeds that converts into even more followers for his father's church and for his ascension as a lesser god under his divine parent). - Mountain Dwarf Vengeance or Conquest Paladin of Moradin Soldier who is basically dwarven captain america (in the sense that he is a war veteran super soldier and a symbol of dwarven pride). - High-Elf Conjurer Scholar who is all about the Planes (this guy should be played as your smart ass Doctor Strange kind of guy). These guys would be paragons of their races, and cosmic heroes who fight for the multiverse, but I think the nerdarchists meant the best party on a mechanical sense...
I'm about to start a LifeCleric 1 / LoreBard 6; not planning to hit much. I'm planning to be a 'glue trap' to hinder everything and then emergency heal, with high AC so I'm also frustrating. The DM is running a Very loose-rule game, so I'll be able to play!
Sam is an inspiration Bard with all those amazing rallying speeches he has. Aragorn is a Dúnedain Ranger but his character plays out like a Champion Fighter.
I know. Legolas is the closest to a real Archer though. He has incredibly sight, dexterity, and can do things like shoot three arrows at once. Maybe he can be a scout.
@@NinjaSushi2 All of those things are Ranger abilities not rogue or fighter abilities. Rangers have Conjure Barrage and Conjure Volley spells and the Hunter gets the Volley ability to shoot arrows at everything in an area with a single action. They also get Swift Quiver which lets them shoot 4 arrows/turn. Plus they have high wisdom and advantage on Perception checks in favoured terrain, and can ignore some difficult terrain. Arguably the only better Archer build is a Valor Bard with Conjure Barrage and Swift Quiver from Magical Secrets, because they have more slots to cast them with.
Please do a best 5e subclass video! Would love to see what factors you guys settle on. P.S. Did anyone else get de ja vu of early grade school students asking their teacher(s) for homework?
For a MOBA style tank I like a half-orc Battle Master Fighter with the Shield Master feat. Take the trip, push, and taunt manoeuvres, along with the shield shove for plenty of control. The fighter HP, AC and the half-orc ability to stand back up make you tanky. The fighter also gives you some good DPR with dueling and an extra die in crits from the half-orc is nice. I multi-classed into barbarian since I'm fine with medium armour and shield with rage, and the advantage on the shield shove while raging is handy.
the best D&D party is simple. Dedicated healer, dedicated tank, dedicated dps, and dedicated utility. if you have 5 players a dedicated controller helps too. just like any other rpg.
@@M0ebius I sort of disagree. It really depends on what sort of campaign you're running. If you're playing through either The Curse of Strahd or Tomb of Annihilation module, especially the latter, then having specific roles like a healer and such would facilitate the journey significantly. Some party compositions will be pretty difficult to work with depending on what issues they'll be tackling. If you're fighting things like undead, Aboleths, and many things that have very nasty abilities and debuffs, a Cleric or Druid would be a boon to have for the party. Assuming the DM actually challenges the party and not hold their hands. However, I do agree that it's difficult to be a strong tank, as the dice rolls can take anyone down quickly despite having high HP and AC.
I would take out the cleric and put in either divine soul or moon druid. With two other off-healers, clerics aren't really necessary, and the cleric ability is great, but I personally as a player am hesitant about my reactions unless I know I'm safe. Especially if I was playing a ranged scout, because if reaction is blown as an attack, it removes the utility of using the skirmisher ability to remain away from people, and just give the barbarian or paladin sentinel and it gets free attacks all the time. Whereas a divine soul can have more utility by twinning a cure wounds, and moon druid can double up on usefulness by acting as a tank or striker itself in moments in which healing is both unnecessary and redundant. Round one cast hold person and then bonus action shift into a large creature, perhaps a dire wolf or some higher equivalent to potentially trip or grapple foes on attacks, and the size makes defending the back line even easier. Plus, hold person makes the rogue already have advantage on the target no matter who is around, so having that cast on a caster in the back, the scout can rain sneak attacks on them while the barb and paladin work on the front.
You need either a cleric or a druid so they can swap out spells for situation dependent buffs like water breathing, or elemental/poison resistance or wind/water control. Sorcerers and Bards just can't afford to waste a known spell on something that is absolutely crucial in 1/10 sessions but useless the rest of the time.
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Would love to see the Best breakdown like the Worst video you did, commenting as you asked.
The best d&d party is the one with great friends. That's why you guys and the nerdarchy crew make such great videos.
But the best dnd party as in what party will have the least player deaths and the highest mission completion rate. this would be usefull information for a party that keeps failing missions and having lots of player kills
@@MrJasper609 yes I agree the information of the video does give helpful hints. Add strategy, well balanced party composition, a smart group of players, and a fair dm/challenges. All that makes for a party that will survive. But alot of times if everyone are good friends and there to help each other and have fun you'll probably make it. :)
I agree with you both
We basically said that in our ultimate d&d party video. You'd be surprised how many irate comments we got because we kind none of it matters unless your having fun.
Nerdarchist Dave
@@Nerdarchy really? Hu that's weird. People are silly. But this was still a fun video.
5 clerics pick and choose domains depending on the campaign.
You could call your party the A-Men
@@austinmuse6029 party members Hal Leaia, Lou, L'uh and Bob
Then you could march like this: ruclips.net/video/e4q6eaLn2mY/видео.html
@@austinmuse6029 I understood that reference!
The all Cleric party is hands down the most powerful party. Imagine a full party rolling divine intervention.
Sam Riegel showed us how strong a Role Bard can be, the MVP in many desperate situations...
I made the smallest tortle lore bard. Mustang peppercorn, the kings cobbler, historian, plays a mean Johnny be good. Casts fireballs, polymorph, improved invisibility, while telekineticly playing the lute. He does teld to just break out into song or just wonder off and start playing n babbling mostly useless historical facts. Always in search of his long last Jenny. A mystical myth lute of the ages.
Think Grand Master Oogway.
My ideal team composition:
Barbarian (Bear Totem)
Paladin (Oath of Devotion)
Cleric (Life Domain)
Wizard (School of Divination)
Rogue (Assassin)
No need to double up on Ability Score skill checks. 😁
I would probably go with the Scribe Wizard. Being able to create scrolls at half cost and half time, as well as making one level upscaled scrolls that only you can use, that means during your rests, you can make some scrolls that are going to either come in clutch without spending a spell slot in the moment. Perfect for creating scrolls of Tiny Hut when you need to put up a safe haven for long rests, or cast Mirror Image or other long lasting, non-concentration spells so you can save your spell slots for damage and battle field control.
@@robertsilvermyst7325 Not a bad idea. Lots of potential.
No bard? D-:
@@Goose_BW Nah. Rogue and Paladin can cover most things that you would rely on and if they don't the Wizard or Cleric probably does.
Fighting man, elf, dwarf, magic-user, thief.
My best Party Comp:
Moon Druid
Lore Bard
Divination Wizard
Vengence Paladin
Mine would be a Fighter Battle Master, Fighter Sharpshooter, Stone or Storm Sorcerer, Order Cleric and lastly, but not least, Lore Bard.
What About A Rogue for traps Etc/etc??And Rather Have A Domain of life Cleric for Healing As well instead of Druid who (just) missed it out But what About multi classing then All is fine Right?? Anyway Agree for the most part for the Rest of your picks Who Agrees??
Vengeance paladin is the best
the classic is always a gold standard for me, party of 4, 2 casters, 1 fighter and 1 rogue.
hard to go wrong with the standard bearer. might as well add in a bard for utility since they're using 5.
No Druid or Wizard... interesting. But I really do like this party, too. So many great options, so few spots lol.
I would love to see a best subclasses video.
Noted.
Nerdarchist Dave
I'd like to see that best list and also I'm glad to see Oath of the Ancients here because back in the worst list I was like "Wait Ancient Paladins give Magic Damage Resistance and can choose to not go unconscious sometimes.." Also can you guys try to do a build for characters focused on naval and aquatic combat or a guardian character who takes the attacks their allies would.
Noted on subclasses. We are always looking for suggestions when it comes to character builds.
Nerdarchist Dave
@@Nerdarchy I know you guys did make that disclaimer of there is no real bad paladin class it's just a bit of a "Why me?" moment where you or the thing you like is randomly picked for something bad. Though I had the opposite feeling of "Yeeeeaaahhh!" when Oath of the Ancients and Ancestral Spirit got picked for this. Also for that Guardian build I feel like I just described Oath of the Crown since they get a lot of stuff towards that. :P
If you do want to use multiclassing, might I suggest a whole party of Grave Cleric/Zealot Barbarians, with at least 5 lvls of grave and 3 lvls of zealot you can have a party that will be hard to put down and even harder to keep down.
this is why I hate multiclassing, it stinks of power gaming
@mattmark94 yeah it definitely isn't for everybody
You sure could, but definitely doesn't seem like a very interesting party. I guess you could all be of the same order on a holy quest.
Nerdarchist Dave
@@Nerdarchy I do believe it might be more interesting to throw something like this around as a DM, either as direct antagonists or as a rival party that can be brutally deadly in any encounter they face.
I honestly just thought that those 2 subclasses had some strong early features with synergy, and honestly believe that any party might benefit from having them both in it, but not both on the same person.
Then I thought, yes on the same person, on all the persons!
For 1 combat per day, sure. But you can't cast spells while Raging so your going to burn through rages really quick. Or be taking turns being a pure Zealot or pure Grave in different combats, in which case just have half the party be Grave clerics half be Barbs.
Dave and Ted 's tips on the Ultimate DnD Party? Beholder Pinatas , D20 shaped ice cubes in the punch. What else?
I don't know if we could top those ideas.
Nerdarchist Dave
You could go bobbing for Illithid larva.
I do agree with the Bard pick. Since you have enough damage output from your physical combatants, Bard is perfect for battlefield control. Too bad our Bard has a negative wisdom and intelligence IRL and complains about not having damage spells...
I do agree it's up to whatever you find fun as a party, but you still need to at least vaguely fill the roles. You can't just go out there with 3 rogues and 2 wizards and expect success.
Agreed.
Particularly in regards to your assessment of the player who picked Bard and is then astonished that they don't have a slew of high-damage magical options. It's not like the spell lists are classified or anything.
@@nickwilliams8302 He didn't expect he'd be playing support when picking Whisper Bard. Bottom line is, whichever Bard you pick, you're pushed to the support role, and Bard is the bast damn support/utility class. I have a Bard NPC in my campaign and I love playing him when he's there. And if you're really power greedy, just take Fireball with magical secrets. But something like a mass heal and haste are way better options.
InDominus The Bard can pick up 2 levels of Hexblade and be on par with most characters in terms of damage.
@@ToadimusPrime
I wouldn't say "pushed". That's like saying Rogues are "pushed" to be damage-dealers or Wizards are "pushed" to be spellcasters.
Support is just what Bards _do._
Can you just let him switch to Warlock?
@@nickwilliams8302 Not my campaign, and we're almost level 8, so we're halfway through the campaign. And also, he died and was brought back 6 times (on his solo conquests), with the res DC going up every time, and we don't even have a cleric in the party. That's how much our DM wants him alive.
The BEST D&D Party is only 4 characters, not 5... and they are as follows: Fighter, Cleric, Thief, and Magic-User. You guys really messed this one up. LOL... Seriously though... great analysis and fun video!
I think you just flashed me back to the 80's.
Nerdarchist Dave
Your THAC0 is showing.
5 bards. On a mission from God. (because a 1 level dip into Cleric just makes sense). They go up to 11. And it's all happening.
They are, Bards on the Run.
Once again proving the greatness of Scanlan Shorthalt.
"I polymorph into a triceratops...."
"WHAT?!?"
One obstacle nearly kills 4 heavily armed PCs, while the other barely makes a bard with some potion nervous!
Totally agree with the inclusion is a Bard, they're so good in 5e. Would love to see the subclass breakdown video too
My players-
1/2 drow Celestial lock/Divine sorc.
Changeling arcane trickster
Bugbearian dipped in gloomstalker
Deep gnome lore bard
Dey is Da best party ever!
You don't need an optimal party composition. What you need is every party member to be useful.
It is all about your bases: (This advice is for multiple systems).
Damage Dealing: This one needs to be covered by every party member.
If combat comes along, you need to be prepared. Even if your campaign involves little to no combat, every character should have one reliable means of dealing damage.
Support: Support comes in many flavors to healing, controlling the battlefield, buffing your party, weakening enemies, summoning or being the party tank. Tanking and healing are generally the least useful ways to be a supporting character. Buffing your party is highly useful for defense and offense.
Investigation skills: searching for lore, uncovering mysteries, solving crimes and saving the day. Insight, Investigation, and Perception (search, spot and listen) are useful.
Exploration skills: Make sure you have the spells, skills and tool proficiencies to access everywhere at any time. These are skills such as stealth, thieves tools, acrobatics (jump and balance), athletics (climb, swim), survival, and disguise.
Knowledge: Having someone who is knowledgeable is helpful. Useful skills that might come up are languages (the commonly spoken ones), arcana, nature, religion, history and maybe dungeons. There are other knowledge skills, but they are less likely to come up. It is always a good idea to have a few skill points in every knowledge (or have proficiencies in the most frequently occurring ones).
Social Skills: Persuasion, intimidation, and deception will come in handy in a city based campaign. If you're on the road all the time going from dungeon to dungeon encountering very few NPC's, you might find these skills redundant.
I'm currently playing an Order Cleric/Inquisitive rogue "Dirty Lawyer" type character for an evil campaign and it's super sweet. Very versatile and has a fair damage output, as well as amazing out of combat role playing.
Moon druid is simply too good to pass up.
Also, Warlock 3 / Sorcerer X for vaporizing levels of DPR (Quickening eldritch blast combo).
Great video guys. Would love to see a video on the best multiclassing options (for flavour and/or mechanics). I have a real soft spot for my Aasimar Divine Hexblade. She will have MoMF and a fiendish familiar, so it should be full of fun and flavour!
Also really looking forward to your subclasses video.
Really Appreciate this vid, I've been wracking my brain on trying to come up with the optimal party. This answers my 2 year old question. Lorebard for the Win!!!!
Lore bard is one of the strongest subclasses in the game.
Nerdarchist Dave
For best party, you want the classes who have abilities that synergize with the other character creating a force multiplier. I’d go with Barbarian - Totem but with that Wolf ability that gives Advantage. Giving everyone Advantage on that creature you are attacking is fantastic and is going to increase the chances of your Rogue or Paladin Critting. Speaking of critting, get yourself an Elven Rogue with that Elven Accuracy Feat. Scout is a fine choice but Arcane Trickster would be better because it increases your usefulness outside of combat. Cleric Order or Life is good. Forget the Bard and go with a Wizard, either Abjuration or Divinitation. Control spells, again, act as a massive force multiplier and no one does it better than the Wizard, especially those two subclasses.
Ancestral guardians gets to hinder enemies lessens damage. Later punishes with damage is why we liked them for this party. Bard has the ability use control spells but also aid the party with bardic inspiration or hinder enemies with cutting words. Only abjuration wizard is a better counter speller. On that choice we went with utility over specialization.
Nerdarchist Dave
@@NerdarchyLore Bard should be the better counter speller than Abjuration Wizard, assuming you've got inspiration dice left. Because the expected value on your peerless-skill inspiration die is higher than your proficiency bonus and in theory your Jack of All Trades should add half your proficiency bonus on top of that. Only levels 5, and 10-13 are Abjuration wizards a better counterspeller than a Lore Bard.
At Level 6
Lore Bard: d20+1(JoAT) = Average 11.5
Abjuration Wizard: d20 = Average 10.5
At Level 10
Lore Bard: d20+2(JoAT) = Average 12.5
Abjuration Wizard: d20+4 = Average 14.5
At Level 14
Lore Bard: d20+d12 (expect 6.5)+2(JoAT) = Average 19
Abjuration Wizard: d20+5 = Average 15.5
At Level 20
Lore Bard: d20+d12 (expect 6.5)+3(JoAT) = Average 20
Abjuration Wizard: d20+6 = Average 16.5
I like the inqusitive rogue. if their insight beats the deception roll of their target they get sneak attack every round.
Rogue Mastermind bonus action Help grants advantage within 30 ft. Paladin crits?...add that doubled smite damage.
Nerdarchy’s list
1. Ancestral Guardian Barbarian-tank
2. Oath of the ancients Paladin- off tank
3. Order cleric- healer
4. Scout rogue- ranged attack
5. College of Lore bard- aoe support/healer
Still watch the whole video- it’s very insightful but this is the spark notes
One of each class. Done
I love Dnd Beyond character creator since I can create/save a character idea and not have to worry about the sheet vanishing/getting misplaced.
I especially like my Centuar Calvary idea with Flaws - stairs :p
All holy party is best party. War domain. Forge domain. Grave domain. Life domain. And one paladin oath of Ancients.
Half damage taken by spells, get those heals, want advantage on death saves here ya go, want magic items make them yourself, want a big hitter I gave you 2 and more if you do it right. Who needs to sneak?!
Joined a campaign once where right off the bat we knew we were going to be questing for an arcane university. Our group (without collaboration with each other) built an awesome group:
Eldritch Knight Fighter (archery/DEX build)
Arcane Trickster Rogue (damage carry)
Lore Bard (face, shenanigans)
Knowledge Cleric (support)
Divination Wizard (control/blaster)
Pretty fun thematically
BEST SUBCLASS HYPE
Nice and noted.
Nerdarchist Dave
I would like to see the best adventuring party for a 2-PC party for some of the smaller groups out there.
Small dnd party video has gotten several requests. Might just have to add it to our to do list.
Nerdarchist Dave
Paladin and Druid
Idontno6 D Hexblade Devotion Paladin and Hexblade Divine Soul Sorcerer.
Tough one. I’d probably go druid plus bard.
(No expert on DnD 5e though, so I could be wrong.)
Want a video on 2-4 players (The Most Useful/Bad Ass Best) party combos(Ready for any kind of Adventures) + The Dm As well Thanks?!! Let us know what you think/choose Race,class,feats,spells,skills,Etc/etc And Why??Tell us Why?? if you Reply 2 this let us know your Replying 2 this very comment and Thanks??
I'd love to see the best subclasses
also, it would be very helpful if you could list the book that each subclass is from, saves us some time from going through like 6 different books/pdfs to find it
Noted and good suggestion.
Nerdarchist Dave
I enjoyed your recordings of dnd games, any idea on doing those again?
Maybe a series of short one shots and a retrospective on each, kinda fuse the "dnd tips" thing with the upcoming popularity of dnd live streams
They aren't nearly as popular as people think outside of Critical Role. Numbers don't lie. We haven't decided what to do yet.
If we do decide to do streamed games it hinges on being able to do it at a higher production value than we've done in the past.
Nerdarchist Dave
@@Nerdarchy ay fair enough, appreciate the response
I completely slept on Order domain clerics first ability, that's nuts! Cleric has so many cool domains I can't wait to try them all.
Creating 5e Characters like/by 1e guidelines.
No Circle of the Moon druid?
Interested in why not. I can see it as a better choice than the Bard, if not a close 2nd.
Individually yes, but the bard makes the rest of the party stronger.
Nerdarchist Dave
Bard’s edge on social encounters and customization with magic secrets add more overall than the nigh unkillable moon druid.
Moon druid is more a Tank with healing options and metric tonne of out-of-combat utility. They can substitute for basically anyone in the party except the Bard or the Rogue because they have no counterspell or other anti-magic user options and aren't going to have high charisma or many skills.
Nerdarchy: Your race won't exactly give you healing options.
Halfling: Dragonmark go Brrrrr
Great video guys I was with y’all up until the bard I’m switching that out for a wizard keep up the great content
We went with versatility over fire power. The bard will have control and buff spells as well as bardic inspiration to better synergize with the party.
Nerdarchist Dave
We Agree Rather Have A Wizard in our party But why not multi class into 2 classes each for 4-5 total players you would still Have (most) of the stuff in 1 All of tier 1-3 then Dip like 4 - 6 levels into A 2nd class that would make you Have A overall Tad of something you can Do with more in Game stuff and Have more options,versatility,control,Buff,Heal,Damage,Ect/ect make like 1.A Half Human order of Devotion paladin up 2 lv 12 with maybe 8 lv of Bard college of lore,#2.A Half Human with skills/Elf with fey Ancestry and (some) Dark vision Wizard Evocation/or Divination lv 14 w/ War caster feat that 14th lv evocation wizards Do max Damage on spells like x1 Aday with like 6 lv of Eld.Knight and cantrips+Skills, Daulist style And 1 Feat (Maybe) Shield master As A Arcane focus as well/or sentinel Defense style Fighting?? With extra Action/Atk (from lv 5) And Action surge (We like playing Gish like char),#3.A cleric Human life Domain for like 13 levels and A warlock for like 7 levels Get Eld.Blast yeah they Are A Bit Different But still (could) Work with the Back Ground,And Right player,#4.A Fighter with Daulist style Mountain Dwarf Battle Master w/ A feat for 6lvs + Action surge Etc/etc and 14 lvs Barbarian Ancestral Guardian,#5. A Half Elf Rogue with (some) Dark vision and tool proficiency,x5-6 skills stealth,Etc/etc level 8 Assassin +1 feat with like A 2nd Bard of lore for 12 levels/or some other caster like moon Druid/sorcerer with favored soul who Agrees??If you Reply 2 this please let us know your Replying 2 this very comment Thanks?!!
Multi classing can Help make some char Builds that are so cool,and fun 2 play and (some)of the Best of like 2-3 classes combined who Agrees??Also tell us your favorite Most Bad Ass char Builds Race,Tall,lbs,Class,sub class??,Feats,spells,skills,Ect/ect leave A like Also if you Reply 2 this let us know it is 2 this very comment and Thanks?!! P.s. can some one Give us the full Build for the (Most Bad Ass) Gish type char like wizard lv 14/eld.Knight lv6,Race,feats,skills,spells, Ect/etc what is the Best with options/power and other such and why this/that is Best explain why??And please let us know Thanks?!! Go up till 13-25 or 30 (full) level Break downs please!!! what is Better then wizard and why??We like wizard/fighter types = ) : )
Please continue making these team comp videos but do them for muticlassers and different party sizes, Like best duo, trio, etc. My group has always been with 2-3 people and find party balance has always been a struggle
Nameless Henchman Best duo: Hexblade Paladin and Hexblade Divine Sorcerer. Best trio: add a Hexblade Lore Bard. All have high AC, great damage in both range and melee, healing capability, nova capability, and most of the best spells in game. Outside of combat all are good party faces, and the Lore Bard will have enough skills and expertise to cover a majority of the situations.
We most likely will. There has been a bunch of requests.
Nerdarchist Dave
@@Nerdarchy Maybe you could do the best parties "of shared backgrounds"? Like, the full militarily trained party, the full nature themed party, the full arcane collage party, the party all dedicated to the same religion. Not sure if this suggestion has been made yet.
Small parties you can either tailor the adventure to a specific set of skills (e.g. intrigue/social based, monster hunter based, or wilderness exploration based). Or I'd highly recommend a druid or a wizard due to their ability to choose from very diverse spell lists that include lots of utility and damage and control options. Druids need to be complemented with a social-focused character (anything using Charisma as one of its main stats) and/or something with lots of skill proficiency (Bard/Rogue), and wizards need healing and tank-ability to complement them (so a paladin if a party of two, or a cleric and a barbarian, or a paladin + rogue).
IME the most used skills/abilities are:
1) Perception & Investigation skills
2) Persuasion or Deception
3) Healing
4) Damage dealing
5) Flexible magic: e.g. polymorph
Please make more videos like that is (1) of our favorite kind of videos you guys Do!!! Were waiting... = ) : )
I'd like to see the other part, with what you guys pick from each class. *holding hand up in the back of the class*
I think it's gonna have to happen now. Plenty have asked for it.
Nerdarchist Dave
I agree play what’s fun. But an effective party I think it’s an eclectic one with broad range of skills. The three common encounters in D&D are combat, role playing (negotiation) and exploration. So for that perhaps the classic list is the best: fighter, wizard, rogue & cleric. You really can’t go wrong w/ that party combo.
The "best" party composition?
"Best" is a relative term. It's dependent upon what the players are trying to get out of the game and what kind of campaign the DM is running.
In which case, filling roles and making sure the party has access to certain abilities is more important than specific classes. The basic four person party of Fighter, Cleric, Rogue and Wizard has a lot to recommend it, as you're covering all your bases, but you can swap out different classes and even split roles _across_ classes (a Paladin and a Bard instead of a single dedicated healer for example).
And there's always the more creative solutions. My current party is quite weak in the front line, but their Druid tends to use summoned creatures to keep foes off the squishier members and pin enemies in place before Wild Shaping into something tough.
So that's an option if no one wants to play a traditional "tank".
Circle of the Moon druid with a summon is super hardcore. I've used it in our Save or Dice game. Thinking of taking warcaster to help with those concentration saves.
Nerdarchist Dave
I often find myself playing thematic rogues. Good thing too cause my party is so focused on combat. A fighter and a paladin with the personality of a foaming barbarian... or perhaps just a sword. 'Hello my name is irrelevant and I stab things' *stab stab*
I love them though. And it's nice to be the skill person most of the time. It gives me alot of opportunity to flesh out my characters.
On the other hand... your party should be at least passable in any context, since the DM should run the game accordingly to avoid the party getting stuck.
Oh dear I'm rambling again... sorry about that
sam whary The opposite perspective though is the optimized Paladin and Fighter are pushing their characters to their limits trying to win the deadly encounter, meanwhile every other turn the Rogue is in the backline playing at amateur theatre.
@@M0ebius haha.. I never said I was helpless. But I see your point.
@@samwhary5498 forgiven ;p
Nerdarchist Dave
By random chance, the party in my current campaign is literally the exact same five classes/subclasses you mentioned, with a single change.
Instead of Cleric, we have Divine Soul Sorcerer. Really helps flush out our magic options, and being able to double cast healing spells has been clutch.
I would imagine a party comp that uses the action economy very well especially if you your party has a rogue or paladin for constant sneak attack and smite damage like glamour bards order cleric battle masters I would also toss on alot of crowd controller effects like fear with a conquest paladin or sorcerer with careful spell and reverse gravity also need ways of getting around well so a scout rogue is really nice with that. Wow I was pretty spot on after watching this lol.
What would be the best Single-class (multi-Archetype maybe) Party? That is an all party.
Once we get past the whole 'have fun' thing (kind of an unwritten rule really), Ted got it right in that the old idea of specific roles is kind of obsolete in 5e because of Skills, Feats etc. However, there are some good rules of thumb to think about:
1) The more versatile your party, the better. In a 5-person party it's okay to have 1-2 characters that are laser-focused on their 'role' but the rest should be a little more 'Jack of all Trades' (Bards have this ability so they're great at this!).
2) You should have some kind of ranged damage caster. There are too many situations where a big ol fireball or lightning storm is just better than 'we shoot 42 arrows'.
3) You need some kind of Skills person. Unless you're in a murder-hobo campaign, you're going to want someone with Persuasion, Nature, History and so on. Proficiency in Thieve's Tools is almost a must as well.
4) You really need a Tank. The enemy doesn't usually cooperate ('No plan ever survives contact with the enemy') when you want to drop back two and cast. Having someone up front with a good AC and/or HP to take the hits while everyone behind them is doing their thing. If they can lay out damage too then that's nice but it's not required.
I honestly was kinda upset that my favorite paladin Oath was considered the worst in the other video. Yeah, their channel divinity isn't much, but their Aura of Warding at 7th level and Elder Champion feature at level 20 makes them amazing tanks.
I feel level 20 abilities are catch 22s. They piss me off when they suck, but level 20 abilities are probably the least relevant abilities in the game.
Yea I'm not sure why I let Ted get oath of Ancients in as the worst. So we kind of retconned it here.
Nerdarchist Dave
I have a Goliath Barbarian Path of the Ancestral Guardians named Idjet. He was raised by dire wolves.
That's hype
this needs an update but very good
Does Dave know that the camera hes talking to isn't being spliced in the edit most of the time?
Yea we are having some framing issues we are working through.
Nerdarchist Dave
I like your party, here is mine:
Moon druid: Healer and CC, or tank, depending on situation.
Rouge scout if single class, but even better would be a Ranger/Rouge. After 1 level of each, rush to ranger 5, then even them out for a 50/50 split.
War cleric: Healer and insurance that important attacks (sneak attacks) hit. Also secondary tank.
Samurai fighter: Main tank and good single target DPS. Dex based, to be competent at ranged weapons.
Pact of the tome warlock: Party face, ranged DPS, and provider of those immensely useful ritual spells.
The best party is the one that works together and the worst party is the one that doesn't work together. You could have the best or worst class(subclass), race(subrace), and background combination composition, but as long as you help your team out, you'll do fine, but if you don't help the others out, then things will fail.
Sun Clerics and Evoker wizards combined could destroy not just the enemy, but entire towns and cities. Flames and Force damage.
A swashbuckler Rogue with a eldritch knight would be able to flank and move forward with the rogue able to explore with stealth. The Fighter become the front line of defense.
5
Add a Bard of eloquence. Interaction. Spells. Jack of all trades.
It'd be an interesting party, but as a can opener I think it would be just more fun.🙂
Life Cleric with a 3 level dip in celestial warlock, Beast Barbarian/Moon Druid, Assassin Rogue/Champion Fighter, Vengence Paladin/Hexblade Warlock, Lore Bard. This group would crush.
Mine would be for a five man party
Fighter - eldritch knight. Sure battle master is usefull. But eldritch knight has alot of potential. Blink behind enemies, use absorb elements to reduce elemental damage( if you play out of the abyss. The shit is usefull), and you can use SHIELD to raise your ac by 5 as a reaction. You will likely have 16-18 ac. You can have up to 21 to bloody 23 ac. You can always use higher spell slots so theoretically. You can just shield 6 or more times if ya wanted. You are the mightiest wall. And if you're a half orc, you aint dying anytime soon. And if the cleric gives you holy weapon, oh boy.
Cleric - domain of life. Hey, channel divinity before short rest. Get em back after. No need for spell slots. And you can set the battlefield as your playground because you get a spiritual weapon and a guardian without needing concentration. Plus spirit guardians as your concentration to hinder enemy movement towards your backline. Nothing going past you.
Druid - circle of the moon. When you need an extra meat shield after they got no more spells. Turn into a giant bear or a bloody elemental. With hipoints to spare. You are essentially immune to deadly -max hp effects since it only stays in your wildshape. Dont get me started when you can start casting spells while transformed.
Rougue - arcane trickster (sneak attack fire bolt or chill touche that can do so much damadge with that element and can crit) and invisibility is your best freind.
Bard - lore. Nothing more.
What about doing a series of videos on each Monster from Oe to 5e? Say...Pick the Knoll. What was it like (Even if it was) in the Original Edition, 1st Edition, 2nd Edition, 3rd, 4th and now 5th Editions. What you guys liked and disliked about each edition and what would the Ultimate Knoll be in each of your views. Doable?
You seem fixated on small round hills (knoll). Though I do love me some gnolls. Jk just messing around. That could be an interesting series. I haven't played OG D&D and has played it or 1e. We'll keep it in mind though.
Nerdarchist Dave
best party:
4 halflings
1 elf
1 dwarf
2 humans
1 wizard
Can't agree more with the composition although I feel druid could have had a place there too if you guys went with a different rogue archetype (arcane trickster) please do a best sub-class video :) would love to hear your picks and why they are so great
Noted for the subclass. Druid is great, but they are individually strong. But we are looking for synergies.
Nerdarchist Dave
Strongest iv played in was one wizard one paladin one cleric and a rouge was so well rounded dm had bit of trouble at higher levels was a fun time. Great video as always guys.
Everyone is different on their own perspective and goals how they have fun. The best party for me is a group that loves to discuss art and culture and goes shopping and that inspires them deeper into character development and roleplay.
Goblins. The best party would have a pair of gobilos!
I don't think you truly know that which you say.
Nerdarchist Dave
@@Nerdarchy
Looked like fun to me. Never boring.
I would love to see a video on the best subclass for each class, and I would also like to see a video on the worst subclass for each class, along with all that, I would like to see a video on your thoughts for the most unusual subclasses for each class. All that said, I would love to see a video on the most unusual/interesting/unique class/race combos.
I just put together a character for a low magic campaign, one that should be officially starting up on rolegate.com shortly, a Firbolg Paladin. We're starting at level 1, so I don't have my subclass just yet, but to go along with the theme of things I am considering going Oath of the Ancients once we get to that point, it fits with the theme of the character, especially since we're doing it all in a stylized historical setting where some races are playing the part of ethnic groups, the DM for the game okayed Firbolg being the Irish.
In case you didn't know, Fomorians and Firbolg are both figures in Irish lore, I think they oversimplified the Firbolg a bit when converting them to D&D but I'm sure some new game resource could fix that at some point in the future. There are actually some events in Irish lore that could act as inspirations for campaigns, you just need to take a look The Book of Invasions, the compilation of stories about how Ireland was settled, to see what I mean. Tale Foundry did some videos on Celtic mythology, here's the video that condenses and summarizes the tales about the settlers of Ireland ruclips.net/video/cSSJfo2eu4E/видео.html
Noted. We did a worst subclass in our worst dnd party video. It's from a few weeks ago. Should be easy to find.
Nerdarchist Dave
@@Nerdarchy It would probably help to know the title of the video
Quick edit, I remember that video and went back through it. That said you sort of just give quick blurbs about why those subclasses aren't very good, I would like to see a bit more expanded explanation as to why the subclasses you say are "the worst" are firmly in that position. Not to mention, you do mention changing your opinion on what you said the "worst" Paladin subclass is.
Current party is a vengeance paladin, storm herald barbarian, college of swords bard, evocation wizard and circle of dreams druid. It really feels like a nice balanced party with the bard and wizard splitting what would normally be a rogue's role.
Oath of the Ancients and Ancestral Guardian sound like a good pair. Could both be from a tribe deep in the forest and are both calling on the assistance of their ancestors and other spirits from the forest. Throw in a Ranger, a Druid, Nature Cleric, Scout Rogue or an Archfey Warlock and you can have a very cool tree-hugging hippy party (Although the Totem Barb might fit better in that scenario)
Cleric fighter wizard rouge done
Boom! Not very compelling content though.
Nerdarchist Dave
If it ain't broke, don't fix it!
Swapping the barbarian with the fighter caviler might be a better option. Have your Paladin for one on one combat. Fighter for group combat.
Can't forget the *rouge* .
Scouts don’t compare to Rangers. Being able to navigate a party through diff terrain at full pace with no chance of getting lost is better. The Scout gets expertise so they can be a good tracker but Rangers can travel at full speed while tracking and knows the numbers, type, and age of tracks as a special ability. They also have access to spells like pass without trace where he/she can stealth the whole party. Also, depending on your fav enemies, you can recall info on your foes that is useful to the party. A ranger with sharpshooter and hunters Mark is an incredible DPS machine. Especially if they take the Hunter sub-class. Since Ranger is a Wis based class they tend to have much better perception than a Rogue.
Prime 4
Cleric
Wizard
Rogue
Fighter
Classic. Choose your sub-classes wisely.
5
Add a Bard.
Might have to redo this video, what with Tasha's, among other books, being out now.
A few useful things you missed.
Protection Fighting Style; (for the paladin at least, bit if both your tanks had it...)
Feats: Inspiring Leader, Healer (rally good for a thief w/ fast hands, pretty good for anyone else), Sentinel (lock down), Shield Master (BA proning)
The video was already a decent length without getting into the nitty gritty. So we kept it to more of an over view. But those are all great points.
Nerdarchist Dave
I'd love to see if there would be any changes now since getting Tasha's and the other books
Fighter + Magic-user + Healer + Thief
You forgot "Elf."
A friend of mine turned me on to your group. I have alot to watch, but it seems like alot of the shows you do have great advice that I should be able to bring back to my channel for other games than D&D.
Thanks for the compliment and welcome.
Nerdarchist Dave
Update this please i am curious how the gloomstalker ranger would fall into this
I am playing in a party, that was restricted to DnDB free content at the start (not long after a few members bought a few books) so we started with a half-elf (fiend) warlock, a human (life) cleric, an aarakocra (hunter) ranger, a dwarf (Vengence) paladin and a half-orc (samurai) fighter who came into the party after we started. The warlock got into a few bad combat scenarios, being a bit arrogant while winning in combat and being hit hard, by a close by a second enemy group, without a way out of melee for three round, and then the dice does not favor the character. If the character dies, what should be the next logical choice for the player?
Started at level 1, at the moment we are at level 3
Warlock? Maybe whoever/whatever he swore his oath to isn't done with him yet and he gets his one free "get out of hell" card to carry out his masters will on this plane. Make him go on a quest. Resurrections aren't cheap. Make him pay for it on the quest tho. Don't let him keep on thinking he has a free ride.
I don't think his fiend would be that generous. He already punished the warlock once, for not doing the task set before him, as fast as the fiend would have liked
@@truthert having heard that I'd almost be inclined to make him reroll a new character. It's not like he can't catch up fast. Maybe you can even bump him to lvl 2 so the gap isn't so large. He could have been an adventurer you met in town at a guild hall or bar looking for a party near his own lvl.
You probably want another spell caster and depending on the temperament of the vengence paladin another high-Charisma character. So Sorcerer or Bard would be good choices, and for both the free content is one of the best subclasses. For race, anything with a bump to charisma or constitution is always good, perhaps a tiefling if they like the fiendish aesthetic?
I'm a bit hesitant two go with two full tanks. IMO, better to have only one tank and then a secondary character who could off-tank. Too easy for the barbarian and paladin to be standing there in a ranged combat doing little. My ideal would be the for primaries -- barbarian (tank), rogue (damage), cleric (healer), and wizard (controller). However, my 5th would be a jack-of-trades character... something like a hexblade bladelock or valor bard. In good fights they can help the wizard with control spells. Better using control spells in most cases, but if that doesn't work... they can help the barbarian tank. Otherwise, I'd try to give the paladin some better ranged options -- maybe eldritch blast via a feat or something.
Paladin
Cleric
Druid
Rouge
Bard
Was a awesome dm campaign I ever ran.
On skill monkey character builds, by level 8 you could have every skill in the game thanks to Xanathar's with the Rogue 4, Cleric 1, and Bard 3, Sage background combo. You would also have 8 expertise skills and 8 languages
Best Party is everyone with a healing option. "A happy party is an Alive party".
1 lvl of paladin each, just for that boop and you're up.
No matter what kind of fun a player is after from the game, it's difficult for them to get it without a character.
3 out of 5 isn't bad.
Nerdarchist Dave
Just have them all take Magic Initiate to get Healing Word, then your healing barely even touches the action economy.
@@agilemind6241
There's no "just" about Magic Initiate. It represents a major character development. Particularly a divine version of it.
Not to say that any halfway creative player couldn't come up with a plausible explanation for the new abilities, but they _require_ an explanation.
Can you do the best 2 person combinations for a 5e part. I think it'd be really interesting to see what it is, because both people ideally need to heal, but also be hard hitting and somewhat tanky.
We will certainly consider it.
Nerdarchist Dave
Paladin and Druid
Dandalf 37 Hexblade Devotion Paladin and Hexblade Divine Sorcerer.
@@M0ebius And have like zero skills and minimal utility spells? one river with a strong current or a few traps and they're dead.
Some fun but fairly functional pairs:
Moon Druid+Rogue (Bonus points for a Halfling rogue riding their bear-form druid into battle)
Lore Bard + Aasimar Barbarian
Bladesinger Wizard + Oath of Ancients Paladin (Bonus points for elven & half-elven siblings)
Agilemind You can’t cover everything with two characters and can cherry disadvantageous situations with literally any combination. Lore Bard? Some focus fire and you’re dead. Barbarian? One failed Wisdom save and it’s TPK. Wizard? One sleight of hand on your spellbook and you’re screwed. So on and so forth.
My combo covers all combat roles including DPR/Nova/Control/Healing, along with excellent defense and saves. Outside of combat you have great social skills. You also unlock some of the strongest combos like Hypnotic Pattern+Aura of Devotion, Animate Objects+Crusader’s Mantle, Command+Booming Blade. So if your game runs the recommended 6-8 encounters per adventuring day like mine does, it’s probably the strongest combo aside from Hexblade Devotion Paladin + Hexblade Lore Bard.
Best 4 man party in my opinion: Hexblade Devotion Paladin (Tank/Nova/Heal), Hexblade Lore Bard (Control/Skill), Hexblade Divine Soul Sorcerer (Blast/Nova/Heal), and Hexblade Sword Bard (Tank/Caster/Skill). Everyone has high AC, extremely good DPR in both melee and range, good healing, has all the best spells, and with 2 Bards also have all the skills covered.
There are also many sick combos like Aura of Devotion+Hypnotic Pattern, Animate Objects+Crusader’s Mantle, Animate Dead+Crusader’s Mantle, Dissonant Whispers/Command+War Caster+Booming Blade, Twin Spell Holy Weapon, so on and so forth.
If a 5th PC is needed, throw in a Hexblade Eldritch Knight with Crossbow Expert+Eldritch Blast+War Magic for the best at-will DPR in game.
The absolute best party on a cosmic sense would be:
- Gold Dragonborn Gold Dragon Sorcerer Noble who is on a journey of ascension and enlightenment to become a true dragon (even though he is fiery and charismatic, he should be played both as the serene monk and the arrogant supremacist with a stick up his ass).
- Human-based Protector Aasimar Life/Light/War Domain Cleric or Good Divine Soul Sorcerer Acolyte who is an actual godling (this guy wants followers, lots of followers, and glory that converts into more followers, and heroic deeds that converts into even more followers for his father's church and for his ascension as a lesser god under his divine parent).
- Mountain Dwarf Vengeance or Conquest Paladin of Moradin Soldier who is basically dwarven captain america (in the sense that he is a war veteran super soldier and a symbol of dwarven pride).
- High-Elf Conjurer Scholar who is all about the Planes (this guy should be played as your smart ass Doctor Strange kind of guy).
These guys would be paragons of their races, and cosmic heroes who fight for the multiverse, but I think the nerdarchists meant the best party on a mechanical sense...
I'm about to start a LifeCleric 1 / LoreBard 6; not planning to hit much. I'm planning to be a 'glue trap' to hinder everything and then emergency heal, with high AC so I'm also frustrating.
The DM is running a Very loose-rule game, so I'll be able to play!
My best party comp:
Barbarian (Totem Warrior)
Barbarian (Zealot)
Barbarian (Ancestral Guardian)
Barbarian (another Totem Warrior)
5 classes based on LOTR characters.
*Dwarven Fighter* - Gimli
*Elven Arcane Archer* - Legolas
*Halfling Rogue* - Frodo
*Halfling Bard* - Samwise the Brave
_Choose one from below._
*Human Wizard* - Gandolf
*Human Ranger* - Aragorn
Sam is an inspiration Bard with all those amazing rallying speeches he has. Aragorn is a Dúnedain Ranger but his character plays out like a Champion Fighter.
Legolas is more a Ranger than an Arcane Archer,
Aragorn is multiclassed Fighter-Battlemaster & Ranger-Hunter
I know. Legolas is the closest to a real Archer though. He has incredibly sight, dexterity, and can do things like shoot three arrows at once. Maybe he can be a scout.
@@NinjaSushi2 All of those things are Ranger abilities not rogue or fighter abilities. Rangers have Conjure Barrage and Conjure Volley spells and the Hunter gets the Volley ability to shoot arrows at everything in an area with a single action. They also get Swift Quiver which lets them shoot 4 arrows/turn. Plus they have high wisdom and advantage on Perception checks in favoured terrain, and can ignore some difficult terrain.
Arguably the only better Archer build is a Valor Bard with Conjure Barrage and Swift Quiver from Magical Secrets, because they have more slots to cast them with.
gandalf should be an aasimar since he isn't a human
This needs revisited occasionally. Along with the worst maybe.
Ok let's see. Best group is 4 fighter, wizard, cleric, bard. Your fith can be any class. Strong fun reliable group. That could take on any foe.
I love the order cleric. Voice of Authority is near OP.
Yes please for your best subclass video
Noted. Thanks for weighing in.
Nerdarchist Dave
@@Nerdarchy happy to be of help
The Strongest Party:
Peacechron (Peace Cleric 1, Chronurgist Wizard x)
LifeShep(Divine soul 1, Sheperd Druid 17, Life Cleric 2)
WarTwilight (Twilight Cleric x, War Wizard 2)
HexClock (Hexblade Warlock 2, Clockwork Soul Sorcerer X)
HexWatchers(Hexblade Warlock 2, Watchers Paladin 7, Divine Soul Sorcerer X)
Please do a best 5e subclass video! Would love to see what factors you guys settle on. P.S. Did anyone else get de ja vu of early grade school students asking their teacher(s) for homework?
My bard used jack of all trades to engineer cybernetics when we where yoinked way in the future. Also rocket science.
For a MOBA style tank I like a half-orc Battle Master Fighter with the Shield Master feat.
Take the trip, push, and taunt manoeuvres, along with the shield shove for plenty of control. The fighter HP, AC and the half-orc ability to stand back up make you tanky. The fighter also gives you some good DPR with dueling and an extra die in crits from the half-orc is nice.
I multi-classed into barbarian since I'm fine with medium armour and shield with rage, and the advantage on the shield shove while raging is handy.
the best D&D party is simple. Dedicated healer, dedicated tank, dedicated dps, and dedicated utility. if you have 5 players a dedicated controller helps too. just like any other rpg.
clericofchaos1 Dedicated healer is neither necessary nor efficient, and dedicated tank is extremely difficult to build in 5E.
@@M0ebius I sort of disagree. It really depends on what sort of campaign you're running. If you're playing through either The Curse of Strahd or Tomb of Annihilation module, especially the latter, then having specific roles like a healer and such would facilitate the journey significantly. Some party compositions will be pretty difficult to work with depending on what issues they'll be tackling. If you're fighting things like undead, Aboleths, and many things that have very nasty abilities and debuffs, a Cleric or Druid would be a boon to have for the party. Assuming the DM actually challenges the party and not hold their hands.
However, I do agree that it's difficult to be a strong tank, as the dice rolls can take anyone down quickly despite having high HP and AC.
@@M0ebius I feel like ancestral guardian barbarian and cavalier fighter both do it well.
Nerdarchist Dave
I'd love to see that other video
Would be nice to see a video on the best characters to take to a 4 person Strahd Campaign
I would take out the cleric and put in either divine soul or moon druid. With two other off-healers, clerics aren't really necessary, and the cleric ability is great, but I personally as a player am hesitant about my reactions unless I know I'm safe. Especially if I was playing a ranged scout, because if reaction is blown as an attack, it removes the utility of using the skirmisher ability to remain away from people, and just give the barbarian or paladin sentinel and it gets free attacks all the time. Whereas a divine soul can have more utility by twinning a cure wounds, and moon druid can double up on usefulness by acting as a tank or striker itself in moments in which healing is both unnecessary and redundant. Round one cast hold person and then bonus action shift into a large creature, perhaps a dire wolf or some higher equivalent to potentially trip or grapple foes on attacks, and the size makes defending the back line even easier. Plus, hold person makes the rogue already have advantage on the target no matter who is around, so having that cast on a caster in the back, the scout can rain sneak attacks on them while the barb and paladin work on the front.
You need either a cleric or a druid so they can swap out spells for situation dependent buffs like water breathing, or elemental/poison resistance or wind/water control. Sorcerers and Bards just can't afford to waste a known spell on something that is absolutely crucial in 1/10 sessions but useless the rest of the time.
@@agilemind6241 That's why I included a Druid.