The "Perfect" Dungeons and Dragons 5e Party

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  • Опубликовано: 7 июл 2022
  • Want to know the best DnD Classes make up the perfect D&D 5e party? No worries, here are three perfect DnD parties that are perfectly balanced for any Dungeon or Dragon your Dungeon Master might throw at you. See what I did there?
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Комментарии • 462

  • @jag2076
    @jag2076 2 года назад +784

    Perfect party is when you have all party members able to and attending the sessions

    • @Taking20
      @Taking20  2 года назад +76

      No joke 🤣

    • @KnicKnac
      @KnicKnac 2 года назад +23

      Second best party is the pizza party

    • @devin5201
      @devin5201 2 года назад +17

      Too op, please nerf hehehe

    • @CM-wv8ns
      @CM-wv8ns 2 года назад +7

      It's a myth, like bigfoot or loch ness monster

    • @tommywendt6118
      @tommywendt6118 2 года назад +2

      YES

  • @KimParkkinen
    @KimParkkinen 2 года назад +293

    In the wise words of JoCat: "Just form a party of five clerics and call them "The A-men""
    I love thinking about these team comps, since I mostly DM for beginner players who more often than not want their first campaign/oneshot to be with premade characters and then tweak them to their tastes. Can't wait to see all the party comps in this video!

    • @fatzmcgee
      @fatzmcgee 2 года назад

      I had a group that discussed almost this exact thing. If we were to get TPK'd we were all going to take a class with a divine subclass and call ourselves the A-Men lol.

  • @coreyburton8
    @coreyburton8 2 года назад +160

    The Perfect Party:
    1. the Ranger
    2. the Cavalier
    3. the Acrobat
    4. the Magician
    5. the Thief
    6. the Barbarian
    plus one pet: Uni the Unicorn

    • @theonlymatthew.l
      @theonlymatthew.l 2 года назад +4

      I never liked Uni, even as a young child. Other then that sounds just about perfect 😏🤣

    • @HorrorMetalDnD
      @HorrorMetalDnD 2 года назад +8

      “I understood that reference.”

    • @CM-wv8ns
      @CM-wv8ns 2 года назад +5

      That would make the Saturday morning cartoon the original Critical Role (havnt seen a full episode yet due to time)... Famous voice actors, unique situations, team problem solving, some ethical decisions, occasional commentary on society.

    • @marcosantonio-hj7vp
      @marcosantonio-hj7vp 2 года назад

      My one is:
      Beast Barbarian - Shifter Long Tooth: tank with nice damage and useful traits.
      Oath of Ancients Paladin - Half Orc: of tank that give spell resistance to the others.
      Death Domain Cleric - Human Variant: healer by the cleric spells, damage by the Domain spells and traits, also defense by Defensive Duelist feat (a reaction for the non reaction class).
      Dream Druid - Wood Elf: control effects, healer to.
      Hunter Ranger - Variant Human: stealth, long range damage (have the combo Hoard Breaker + Crossbow Expert).
      Shadow Sorcerer - Variant Human - damage area, save or s@ck spells buffet by Bloodhound and Twin Spell and can cast ritual by Ritual Caster feat also have dark vision by the archetype (so is a sorcerer with ritual, who is a human with dark vision).
      Note: the barbarian have stealth to, and the druid can use the Wolf Spider form to get to. So the ranger don't need to go alone as a scout.

    • @O-D-X
      @O-D-X 2 года назад

      @@marcosantonio-hj7vp I am sorry sir ... You have failed your perception check.
      This is a reference to a famous/imfamous 80s Saturday morning cartoon

  • @syntheticpacifist
    @syntheticpacifist 2 года назад +160

    A note: Light Cleric *DOES NOT* get Heavy Armor proficiency. Life Cleric does.

    • @notforstreams9203
      @notforstreams9203 2 года назад +9

      You are correct, but additional note: 14 DEX + Half plate is 1 AC behind full plate and no dex bonus (heavy armor). I think his point sticks but a good note to keep in mind S.P.!

    • @psibernight2177
      @psibernight2177 2 года назад +5

      He did say taking it as a feat.

    • @MrDavidKord
      @MrDavidKord 2 года назад +1

      As does Twilight cleric.

    • @nilsjonsson4446
      @nilsjonsson4446 2 года назад +1

      Medium armor is better tbh. Same AC at lower levels, one less AC at higher levels (once you can finally afford 1500 gp plate), BUT better saving throws, better skills, better initiative and lower ability score requirements!

    • @MrDavidKord
      @MrDavidKord 2 года назад +2

      @@nilsjonsson4446 Depends on whether your cleric is going to be brawling, honestly. Clerics don't have much access to finesse weapons, so the ability to actually hit and do damage in melee without doing something to add weapon proficiencies depends on your strength score. Since you need both Con and Wis as well, you're often better off going with Str and then there's no reason not to go with heavy armor.
      That said, a Dexterity build is often better for many things, so from a power gaming perspective, making sure you have finesse weapon proficiencies and then going Dex is probably superior for the most part.

  • @Lrbearclaw
    @Lrbearclaw 2 года назад +8

    5:30 - In this house, we call the Divine Soul the "Holy Souly".

  • @ezekielkade1823
    @ezekielkade1823 2 года назад +5

    My DM and I made a rival party to our party exclusively for dungeon delving that is accidentally perfect for it which is
    Inquisitive Rogue
    Rune Knight Fighter
    Twilight Cleric
    And Feylock pact of the chain.
    There is no obstacle in a traditional dungeon they can't get past and they don't have to leave the dungeon mid-delve because they can tiny hut. They're shockingly solid overall, even if there's definitely gaps that just haven't been poked at too much when they've come up.

  • @TheWanderersWit
    @TheWanderersWit 2 года назад +44

    Fey Wanderer Ranger in place of the Hunter Ranger on the Wild Child group would have covered that face role while still mostly accomplishing the same things that the Hunter did.

    • @RedRolen
      @RedRolen 2 года назад +1

      Exactly what I was thinking fey wanderer is an underrated ranger archetype

    • @thecognitiverambler8911
      @thecognitiverambler8911 2 года назад +5

      I was cringing at Hunter ranger -- it's a laughably garbage optionwhen you have a whole-ass Fey Wanderer or Gloomstalker to choose from...

    • @DalexTexas12
      @DalexTexas12 Год назад

      Horizon Walker too? I really like that Archetype and I think it can also be utilized in a similar fashion with additional damage on attacks.

  • @BillAllanWorld
    @BillAllanWorld 2 года назад +8

    Bro, this is one of the best videos you've made in a long time. This should be the go-to playbook for any party who is serious about having the tactical advantage in a campaign.
    Well done!

  • @punishedwhispers1218
    @punishedwhispers1218 2 года назад +4

    Looks at Fey Wanderer Ranger. Realizes they fill every role.
    Fey Wanderer, Moon Druid, Ancients Paladin, and Nature Cleric seems to be a great thematic nature party.

  • @Azgaroththewise
    @Azgaroththewise 2 года назад +34

    The only one I’d change is the special 5th pick of the 3rd team, I would have switched the Battle Master Fighter with a Gloom Stalker Ranger, fits the dungeon delver theme too ;) but my favorite is the first party, feels like the party legends were made of and told for generations

  • @Martick05545
    @Martick05545 2 года назад +34

    A bit of a meme but here:
    1) Moon Druid: tank, emergency healer, debuff, control, and stealth
    2) Shadow Monk: off-tank, control, stealth
    3) Celestial Warlock: Healer, Ranged, Face
    4) Scribes Wizard: Buffs, AoE Damage, Control
    I think the best pick for a 5th would be a Phantom(?) Rogue. Subclass is pretty flexible.
    But most importantly scribes wizard can use catnap to enable his team of short-resters to be fresh and ready to go in 10 minutes!

    • @Covertfun
      @Covertfun 2 года назад +1

      Starlight Scribblers.

    • @khelgar9706
      @khelgar9706 2 года назад +2

      Masterpeice!

    • @donovangunther4538
      @donovangunther4538 2 года назад

      How does monk count as a tank with garbage AC and a d8 hit die with con as a likely dump stat

    • @khelgar9706
      @khelgar9706 2 года назад

      ​@@donovangunther4538 with abilities like evasion and deflect missile, as well as proficiency in dexterity saving throws (and later, all saving throws) you could negate a lot of damage. You also don't have to make con a dump stat. I assume if this is the party composition, they discussed the party's roles before making the characters. I do however agree that a monk is not the best off-tank option. If there was a 5th player, I think a battle master fighter would be a good option for this reason.

    • @Martick05545
      @Martick05545 2 года назад

      @@donovangunther4538 If the druid needs a round or there are too many enemies, the monk can step in and BA dodge with typically high AC. Their good to be the "tank" for 1-2 rounds which is all something like a moon druid should need in a combat.

  • @primeemperor9196
    @primeemperor9196 2 года назад +30

    For Wild Child, I wouldn't take the Mastermind Rogue. I'd take an Ancients Paladin so you can get that party face in. Also, very good auras and some bonus healing.

    • @elizabethmercado3889
      @elizabethmercado3889 2 года назад

      I could see that, I’d also go with feylock or dragon sorc

    • @primeemperor9196
      @primeemperor9196 2 года назад

      @@elizabethmercado3889 I think a Feylock could work. Dragon Soul sorcerer seems a tidbit out of theme imo.

  • @whothefcares2687
    @whothefcares2687 2 года назад +50

    Best party: Divination Wizard, Lore Bard, Vengeance Paladin, Arcane trickster Rogue and if you have a 5th, Twilight Cleric.

    • @jgr7487
      @jgr7487 2 года назад +1

      ot just a Druid

    • @punishedwhispers1218
      @punishedwhispers1218 2 года назад +14

      That's a funny way to say Chronurgist

    • @maybevoldemort8995
      @maybevoldemort8995 2 года назад +5

      Imo replace trickster with gloomstalker and divination could be (though not mandatory) a chronurgy

    • @marcosantonio-hj7vp
      @marcosantonio-hj7vp 2 года назад

      My one is:
      Beast Barbarian - Shifter Long Tooth: tank with nice damage and useful traits.
      Oath of Ancients Paladin - Half Orc: of tank that give spell resistance to the others.
      Death Domain Cleric - Human Variant: healer by the cleric spells, damage by the Domain spells and traits, also defense by Defensive Duelist feat (a reaction for the non reaction class).
      Dream Druid - Wood Elf: control effects, healer to.
      Hunter Ranger - Variant Human: stealth, long range damage (have the combo Hoard Breaker + Crossbow Expert).
      Shadow Sorcerer - Variant Human - damage area, save or s@ck spells buffet by Bloodhound and Twin Spell and can cast ritual by Ritual Caster feat also have dark vision by the archetype (so is a sorcerer with ritual, who is a human with dark vision).
      Note: the barbarian have stealth to, and the druid can use the Wolf Spider form to get to. So the ranger don't need to go alone as a scout.

    • @gustaafargoan
      @gustaafargoan Год назад

      Meh.

  • @tonyromasco1735
    @tonyromasco1735 2 года назад +2

    Another one for you
    "The Night Shift"
    The best combination of the creepiest character builds!

  • @swallace7447
    @swallace7447 2 года назад +10

    Your holy party sounds the most fun, they're all good.
    IMO if you include feats and racial choices the "perfect" party is just all clerics of differing domains. With the right selection and one feat choice you'll have a party that can all tank or off tank, heal. control, and based on domain fill in the last pieces you need. Have them rotate the frontline every few rounds and they'll be undefeatable.

    • @keeganmbg6999
      @keeganmbg6999 2 года назад +1

      Well said.

    • @IansChonkyCat
      @IansChonkyCat Год назад +3

      He underplayed way of mercy monk tho, being able to inflict the poison condition on something a hit affects a lot more than it gets credit for bc it’s not the damage they need to be resistant or immune to, they need to be immune to the condition, plus the poisoned condition DOES a lot

  • @AndrusPr8
    @AndrusPr8 Год назад +3

    The best party is the one where you feel your character is their own thing. One of the best parties I played in was an all Human/Wizard party since they were all brothers.
    Each character had their own thing. The divination wizard was maternal and lovely. The necromancer was charismatic and social, I was the an stoic conjuration soldier.

  • @JonathanMandrake
    @JonathanMandrake 2 года назад +2

    The perfect DnD Party is the one fitting the campaign best. Different Classes and Subclasses shine depending on the types of monsters you fight and the focus of the campaign (i.e. exploration, social situations, fighting, etc.)

  • @yurirobin
    @yurirobin 2 года назад +2

    1) Oathbreaker paladin: tank, emergency healer, burst damage, and Aura of Hate
    2) Necromancer wizard: control, AoE, familiar scout and minions that love to hate
    3) Twilight Cleric: heal, buff, off-tank and make angry minions more durable
    4) Peace Cleric: heal, buff and make minions turn into crazy teleporters
    5) Some crazy stealth and burst stuff, because why not?

    • @Vynzmo
      @Vynzmo 2 года назад

      a rogue

  • @scottreigle1756
    @scottreigle1756 2 года назад +2

    For the Battle Master in the third party, you can take it as a Bugbear for Sneak, then tack on the Ambush maneuver to boost the stealth roll even more.

  • @johannvongenerico9487
    @johannvongenerico9487 2 года назад +35

    I do like these kinds of thought exercises. Obviously the best party is the one made of classes the players want to play, regardless of "objective" effectiveness, but it's fun to think about optimisation like this. Thematically I like the first one as a collection of holy warriors, because it feels like there's good opportunities for role play. The second one has a strong theme too but I think the first one does it better

  • @sandmanlives3
    @sandmanlives3 2 года назад +8

    I love the Clerics and Druids here, but I think the Wizards, Warlocks and Sorcerers were left out a bit.
    Overall, pretty cool. Thank you.

  • @Atown0921
    @Atown0921 2 года назад +4

    Actual best party:
    Vengeance Palladin
    Lore Bard
    Gloomstalker Ranger
    Divination Wizard
    5th extra/alternate: Twilight Cleric

    • @punishedwhispers1218
      @punishedwhispers1218 2 года назад

      Chronurgist. Chronurgists can one round cast tiny hut. Literally the strongest thing in the game period.

    • @whothefcares2687
      @whothefcares2687 2 года назад

      I had the same just with a Arcane trickster rogue instead of a Gloomstalker.

    • @Atown0921
      @Atown0921 2 года назад +1

      @@whothefcares2687 that was my second pick, but rangers get pass without trace

    • @bagamer13
      @bagamer13 2 года назад

      @@punishedwhispers1218 What makes you think that is the strongest thing in the game?

  • @couver73
    @couver73 2 года назад +2

    Another thing to note for these parties, each of them is capable of learning Fizban's Platinum Shield (through the sorcerer, wizard, and Bard through Magical Secrets respectively), which can definitely help increase survivability for those huge AoE Dex saves for one more person in the party lacking that ability. It definitely helps to shore up that obvious weakness since the whole party can't have it.

  • @OverpaidSlacker
    @OverpaidSlacker 2 года назад +3

    Revised comment: I'm absolutely gobsmacked that Cody included a monk in one of the parties. I assume that was sponsored content.

  • @Kilbia
    @Kilbia 2 года назад +2

    The Wild Child party sings to me because of the premise of my campaign world. If I ever move from 4E to 5E and run this story for new people, I hope they go with this one. 😊

  • @emilianovagnoni3397
    @emilianovagnoni3397 2 года назад +1

    Dude every time a see a new video of yours I get really exited and can wait to see it, Thank you so much for such amazing content!

  • @colmbright9822
    @colmbright9822 2 года назад +11

    I’m surprised no Gloomstalker in group 2. Especially when Cody mentions taking a race with dark vision . Take a Eldarin Elf and have the ability to Misty Step

  • @subzyeti9764
    @subzyeti9764 2 года назад +2

    Might not be the best, but it a good party
    1- Life Domain Cleric
    2- Circle of the moon Druid
    3- Bear Totem Barbarian
    4- College of Valor Bard
    5- Shadow Sorcerer

  • @czcrossman
    @czcrossman Год назад +1

    That first party is downright amazing in any case and I don’t think the Dex saves will be TOO big of a deal. The second one is cool flavor-wise and I personally LOVE playing a heading class in a group with other healers, but in certain campaigns might get wrecked. Third group is just a solid classic composition, would be guaranteed fun in any setting!

  • @jonnyk5632
    @jonnyk5632 2 года назад +12

    I think every party you presented is great! Lots of synergy there, everyone can contribute, very fun to play. However, i think i can up the powerlevel with:
    Oath of Vengeance Paladin as Tank, Face, secondary healer and burst
    Twilight domain cleric as 2nd tank, main healer and buffing/debuffing
    Gloomstalker Ranger for ranged damage and stealth
    Chronurgy Wizard for AOE and Control

    • @InnerMedium
      @InnerMedium 2 года назад

      Lol I just saw this. I basically commented this same team. Twilight, Gloomstalker, any Paladin, and Chronurgy/Divination just covers all the basis in a campaign.

  • @worseone
    @worseone 2 года назад +2

    Love the group synergy content, keep it coming! I would also advocate for a follow up video for 3-person teams. Much more constraint and challenges with covering your bases to make it interesting, even if it is a bit niche.

  • @mythsmith5477
    @mythsmith5477 Год назад +1

    One of scariest partys I DMed for was a all rogue group. Mastermind, Arcne trickster, Soul knife, Assassin. They picked what fight they wanted to be in and killed them in the surprise round. Not bad in social situations either with the Assassin playing a role snd the Mastermind backing them up.

  • @twylanaythias
    @twylanaythias Год назад +1

    The Caffeine Corps:
    In addition to just plain being an awesome combination of abilities (need to be at least 5th level for everything to kick in), by 11th level they all have insane bonuses to their initiatives - even moreso if they also all take the Alert Feat somewhere along the way - +19 Initiative for the Halfling and Wood Elf
    Kalashtar BearBarian (3rd-lvl Bear Totem Barbarian/2nd-lvl Moon Circle Druid)
    ~ Berserker Tank!
    ~ Start as a Barbarian, making Wisdom your primary stat (you only need 13 Strength to multiclass) while Dexterity and Constitution will be mostly irrelevant for you.
    ~ Add two levels of Druid, opting for Circle of the Moon, then two more levels of Barbarian. (Later, cycle +1 Barbarian, +2 Druid, then +2 Barbarian, maxing at 8 Druid and 12 Barbarian.)
    The synergy from this combo is absolutely sick!
    ~ Resistance to ALL forms of damage while raging
    ~ Unarmored Defense stacks with beast attributes from Wild Shape
    ~ Mind Link lets you speak telepathically to any creature within 50' at will and you can enable one of them to speak telepathically to you!
    ~ Proficiency in both Strength and Constitution saves (based on beast attributes) plus Advantage on Wisdom (Kalashtar) and Dexterity (Barbarian) saves
    ~ You can use a Bonus Action to burn a spell slot to self-heal - not much but, in a pinch, it can help preserve a current use of Wild Shape
    ~ At 7th-lvl in Barbarian, gain Advantage to Initiative rolls
    Halfling Swashbuckler Rogue (Lightfoot or Mark of Hospitality)
    ~ Face, Off-Tank, Face, Stealth, Face, Burst Damage, and Face (Also Range and AoE, or even Off-Healer, with a 1-lvl dip into Sorcerer)
    ~ Primarily focus on Dexterity and Charisma; Rakish Audacity adds Charisma modifier to your Initiative (up to +5, same as Alert - you're almost always first)
    ~ Did I mention they're also the Party Face?
    ~ Skill Monkey with Expertise (at 6th-lvl) in *FOUR* of them! Reliable Talent (at 11th-lvl) makes failure with these four virtually impossible
    ~ Fancy Footwork for mobility, Uncanny Dodge as limited resistance, and Evasion (at 7th-lvl) against AoE damage makes you near-untouchable
    ~ At 11th-lvl Rogue, Reliable Talent makes it impossible to roll less than a 10 on a proficient skill check
    ~ Did I mention they're also the Party Face?
    Wood Elf Grave Stalker (3rd-lvl Gloom Stalker Ranger/2nd-lvl Grave Cleric)
    ~ Range, Healer, Stealth, Burst, Control (possibly also Buffs/Debuffs); Level similar to BearBarian, maxing at 8 Cleric and 12 Ranger
    ~ Primarily focus on Dexterity and Wisdom; Dread Ambusher adds Wisdom modifier to your Initiative (up to +5, same as Alert - you're almost always first)
    ~ Healing spells on 0hp targets receive maximum effect (both Cleric and Ranger spells); can cast Spare the Dying as a Bonus Action with range of 30'
    ~ Umbral Sight increases Darkvision to 90' and makes you invisible to creatures relying on Darkvision to see you
    ~ Proficiency in Strength and Dexterity saves; gain proficiency in Wisdom saves at 7th-lvl in Ranger
    ~ At 6th-lvl in Cleric, Sentinel at Death's Door lets you use your reaction to nullify a Critical Hit within 30'
    ~ At 8th-lvl in Cleric, Potent Spellcasting lets you add your Wisdom modifier to damage dealt by Cleric Cantrips
    ~ At 11th-lvl in Ranger, Stalker's Flurry lets you make an additional Attack once per turn if one of them misses
    Gnome Wartificer (3rd-lvl Battle Smith Artificer/2nd-lvl War Wizard)
    ~ Range, Healer, Buffs/Debuffs, Burst, Control
    ~ Start as Artificer, add two levels of Wizard, opting for War, then two more levels of Artificer. Later, +1 Artificer, +2 Wizard, then +12 Artificer
    ~ Intellect all the way, baby! You can Infuse magical weapons, using your Intelligence modifier for Attack and Damage rolls
    ~ Additionally, Tactical Wit adds your Intelligence modifier to your Initiative (up to +5, same as Alert - you're almost always going first)
    ~ Gnome Cunning grants Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic
    ~ Arcane Deflection lets you use your Reaction to gain +2 AC or a +4 bonus to a saving throw, potentially nullifying the effect
    ~ Steel Defender can Aid party members or use its Deflect Attack ability to impose Disadvantage on an enemy's attack
    ~ Flash of Genius lets you use your Reaction to add your Intelligence modifier to any ability check or saving throw you see within 30'
    ~ At 9th-lvl Artificer, Arcane Jolt lets you add 2d6 Force damage to one of your attacks or heal a target within 30' for 2d6
    ~ At 11th-lvl Artificer, can infuse Concentration spells (like, say, Heroism) into a weapon for someone else to maintain
    ~ At 15th-lvl Artificer, effect of Arcane Jolt is doubled and Steel Defender becomes more powerful
    BONUS: Half-Elf (any) Oath of the Watchers Paladin
    ~ Can use Channel Divinity to grant all non-Gnomes in the party Advantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute
    ~ At 5th-lvl, gain access to Moonbeam and See Invisibility
    ~ At 7th-lvl, you and any creatures of your choice within 10' add your Proficiency modifier (+3 or better) to their Initiative rolls

  • @Rogue_4
    @Rogue_4 Год назад

    We just started a decidedly non-optimized concept that has been a lot of fun: 4 bards of different colleges in a band called "Viscous Mockery". We also picked up a barbarian Roadie to tank for us and carry our luggage. Is it scary knowing that any one of us squishies can be wiped out at the drop of a hat? Sure, but hey... you have to write songs about something.

  • @jgr7487
    @jgr7487 2 года назад +2

    a Cleric-Druid-Pally trio can always break the game if played correctly

  • @madelinelove5150
    @madelinelove5150 2 года назад

    With this criteria it sounds like a party of a bunch of different domain clerics would work perfectly

  • @bernardovasconcelos9881
    @bernardovasconcelos9881 2 года назад +1

    For me the perfect party would be:
    Oath of the Watchers Paladin, Twilight Cleric, Moon Druid, Chronurgy Wizard, Mercy Monk

  • @robertmcginty4146
    @robertmcginty4146 2 года назад

    I made Rigby from Regular show as a Mastermind Rogue. Whenever he takes the Help action, I imagine it as "Ham-boning!"

  • @BeardedDragonite
    @BeardedDragonite 2 года назад +1

    My favourite of these is anything with a paladin.
    My personal build:
    Any Paladin - front line and secondary support, party face
    Bladesinger - super versatile. secondary frontline melee damage but also wizard control spells, blast spells and ulility like polymorph
    Gloomstalker ranger - ranged damage, scout, trap disarmer and lockpicker if you get thieves tools from background. Pass without trace to help with group stealth and conjur animals at higher levels.
    Life or Peace cleric - Rounds off the party with an incredible support spell list and ability, also secondary frontline with spirit guardians and spiritual weapon (take level in fighter for heavy armour and con save proficiency if peace).

    • @Taking20
      @Taking20  2 года назад +1

      Good list. Bladesinger feels like a 5th IMO. Reason = concentration

    • @BeardedDragonite
      @BeardedDragonite 2 года назад

      @@Taking20 that's fair, I mean any wizard works here though paladin aura helps here too

  • @AuthoritativeNewsNetwork
    @AuthoritativeNewsNetwork 2 года назад

    And just like that, I now have some rival adventuring parties.

  • @michaelmorgan9973
    @michaelmorgan9973 2 года назад +2

    I remember when D&D was easy. Fighter, Paladin, Ranger, Cleric, Druid, Wizard, Thief, Bard; no extra embellishment. It's seems much more complicated now.

    • @belegur8108
      @belegur8108 2 года назад

      i remember when DnD was easy... cleric, fighter (fighting man) and magic-user... (rogue came with Greyhawk supplement)...no extra embellishment. I guess i just am a bit older than you ;o)

    • @michaelmorgan9973
      @michaelmorgan9973 2 года назад

      @@belegur8108 I guess so. I only read about Original D&D, never played it. I didn't start playing until the 80's so technically it was AD&D that I was playing.

  • @glacialrelic7878
    @glacialrelic7878 2 года назад +3

    I liked the first group a lot with the flexibility it had. I would like to see another video of this type, "best party for X" for example a best party for stealth since this was a point of order in the video. Do you grab a trickster cleric for its advantages and gaining pass without trace from domain spells? Things of that nature.

  • @nabra97
    @nabra97 2 года назад

    "- Well, it's all OK unless you play with two martials, two half-casters and support caster.
    - Where you heard about it? Some show?
    - It's literally our group."
    Totemic barbarian, artillerist arteficer, arcane archer, horizon walker and glamour bard. Not the best combination at all, but... Kind of works. We have fun, and it all that matters.

  • @joo1311
    @joo1311 2 года назад

    I'll go the other way with a very inefficent party composition. For a one-shot, my group decided it would be fun/funny as hell (which in the end very much was!) to make an all-bard party. While it was hilarious, fights took forever since no one had any high damage-dealing spells (as they knew it would be an underwater-themed game, no one took Fireball and even if they had taken an AOE damage spell, it was strongly hinted that those would have a chance to break the wreckage and send the sunken ship they were exploring down a chasm). Basically they pretty much all Vicious Mockery-ed and insulted their foes to death.

  • @Captainjester37
    @Captainjester37 2 года назад

    Don't forget the Holy Avengers all get the Paladin's charisma bonus added to saves near them so their dex save weakness isn't

  • @khelgar9706
    @khelgar9706 2 года назад +9

    I have to say that the Paladin Valor Bard party combo is legendary. In a game, I gave combat inspiration to the paladin who then crits on an undead. I think the total damage was done with a total of 12d8. Which was enough to kill the creature in our second round of combat.

  • @davidc9005
    @davidc9005 2 года назад +1

    Perfect party ... when all enjoy themselves

  • @samuelbanks8499
    @samuelbanks8499 Год назад

    My favorite party comp is called the death ball, and it goes a little something like this
    1. The mighty bear barbarian to level 4 only, and then multiclass into cavalier fighter. With the classic polearm master/sentinel combo, this will act as your main tank, keeping many enemies stuck in place and ruining their positioning.
    2. The Twilight Cleric. Twilight is a super strong subclass of cleric, able to use their channel divinity and healing with moonbeam/spirit guardians to do amazing aoe healing and damage. getting circle of power is also insane, as it will simultaneously protect your group from most aoes. For extra spice, the mark of the sentinel human race gives you access to shield, a reaction swap for protecting people with less AC, and counterspell on your spelllist as a cleric.
    3. A paladin. Most oaths will do, ancient is very nice, but vengeance or even a homebrew one will do fine. We mostly want them to do off healing, and to stack with everyone behind the tank to provide that sweet sweet save bonus. They also still do amazing damage with smite, and have the charisma to do the face of the party.
    4. The last slot is a wizard. Bladesinger, divination or evocation are all fine choices, but any wizard will do. This is what elevates the party from good to downright OP. Wizard has the AOE, the utility, the intelligence, AND they have the ultimate counter to your DM, the emergency button. Rope trick. The point of this team is to stack very tightly under the paladin and basically phalanx through all foes in your way with spells and attacks. However, the weakness of that is of course, area of effect and just downright overtuning from your DM. The AOE is covered by the paladin twilight combo, but the wizard is here to help with that pesky superboss terrifying monster your DM throws at you after you get too cocky, or your BBEG. Here's why.
    Rope trick is a very wacky, pretty OP spell. Second level, and it basically lets you touch a rope and make an extradimensional small opening, about the size of a door in the air with the rope hanging down from it. But, the rope's only restriction is it must be no longer than 60ft. So, you can use a very small rope in order to make it. Your entire party can enter for an hour, during which, you can see everything, are invisible, have 100% protection from attacks and spells crossing the trick's area, and it lasts an entire hour with no concentration required.
    Now all you need to is walk out, attack, and re-enter, if you use spells like fireball or a bow and arrow, since the trick is low to the ground. crouch when you past it to make a horde of enemies go prone one at a time just to get in. short rest in one. Even better, casters can still cast spells inside, just not ones that cross the trick, unless they just step out during their turn. So, something like conjuring animals or chill touch will still work, even without being seen. Not even legendary actions will scratch you, as you are inside the trick at the end of each turn. Also, since it's a small opening, forget any big monster being able to even try and fit inside to attack you, and small armies will be met with the fighter/barbarian blocking the doorway for the first to properly enter with sentinel, effectively blocking the rest of them forever, since even when they die, the next will get stopped cold as a reaction. Or you could just all build around being able to fly, most of these classes have access somehow, and cast it in the air. Or use it for an ambush, or before combat starts. And even if they do, they had better be prepared for PCs with insane saves, advantage, high AC across the board, high damage, and lots and lots of healing.
    If you need a 5th, moon druids are nice punching bags.
    TL;DR: Rope trick is OP, consider twilight clerics they're awesome

  • @genma200sj
    @genma200sj 2 года назад

    It's pretty straightforward, and I haven't seen anyone else mention this combination, which is odd:
    The five menbers are: College of Swords Bard, College of Lore Bard, College of Whispers Bard, and College of Creation Bard, with the 5th being College of Eloquence.
    No, I'm serious.
    First, What does this group have:
    Expertise in every Skill in the game (with the 5-man group)
    9th level spells + Magical Secrets means that you can more or less have any spell you want available to the group
    Inspiration to force penalties to attack rolls and (if the eloquence bard is present, saving throws)
    Inspiration to the normal stuff
    Swords Bard is the tank, Lore Bard covers AOE damage and debuffing, Whispers specializes in infiltration and information control, Creation adds multiple off-tanks with their ability to create animated objects that can fly, and Eloquence wraps up the package by being THE face of the group, in addition to using inspiration to support the group's spells that rely on saving throws.
    Given how many skills the Bard has access to, they all should be able to effectively sneak and have at least decent perception. Also, 5 healing words and 5 conterspell casters, and they can wear armor and have decent HD.
    What are it's weaknesses: no shield proficiency? I can't really think of much.

  • @binolombardi
    @binolombardi 2 года назад +2

    1. War wizard/chronurgy wizard
    2. Oath of the watcher paladin
    3. Twilight cleric
    4. Eloquence bard

  • @saprone8885
    @saprone8885 2 года назад

    1 * Twilight Cleric with medium armour + shield (buffs, sustained dmg, healing, cleanses, scrying, wisdom checks), aid + channel divinity helps low hp wizards survive high burst dmg. High perception is nice.
    2 * Chronurgy Wizard with medium armour + shield (battlefield control, burst + sustained dmg, rituals, teleports, debuffs, utility). Two arcana casters combo well together and high initiative is important.
    1 * Ancient Paladin / Clockwork Soul with heavy armour + shield (high ac, aura's, buffs, healing, teleport, party-face). Relatively tanky and hard to hit. Aura's are important to protect others. Can use magic items the best.

  • @coreyburton8
    @coreyburton8 2 года назад +1

    loved this. thanks

  • @Azgaroththewise
    @Azgaroththewise 2 года назад +3

    The Olympians: protector aasimar storm sorcerer (Zeus), triton coast land Druid (Poseidon), reborn (blue fire genasi for the Disney Hercules flavor) death domain cleric (Hades/Adonis), and goliath battle master fighter (Ares/Kratos for you GoW fans). Special bonus character: wood elf beast master ranger (I know it’s not the best class in the world but thematically fits and a ranger is great here too) (Artemis)

    • @sogmage4809
      @sogmage4809 2 года назад +1

      There are alot of videos about How you could make the ranger a super strong gish, no matter the subclass, and Now with tasha’s modification to the beast master you have a bonus action full extra attack from a nearly free summon, it’s a great class and beast master is a great sub class for it

  • @jeffreyweniger
    @jeffreyweniger 2 года назад +2

    Amazing eyebrows! The best class feature ever!!!!

  • @thomastownley5049
    @thomastownley5049 2 года назад

    Hands down, the third one is my favorite. I like the Moon Druid but I don't feel like it is as powerful as you think it is. I like the challenge though. I might have to think about the perfect party. Thanks for continuing to make great content. This community rocks. :)

    • @thecognitiverambler8911
      @thecognitiverambler8911 2 года назад +1

      I agree with you that the moon druid is VASTLY overrated. I've played 2. They run into the same problem every time. You turn into a god at level 2, and you stay that way until level 5, when you suddenly feel quite underwhelming. You stay that way until 20, and become a not-as-good-wizard control caster with wildshape options for utility or occasional off-tanking. Moon druids are a trap as their power quickly tapers off, and most players don't see very high level play when they come back online. Shepherd is the superior subclass imo.

  • @MrDMSir
    @MrDMSir 2 года назад

    Hill Dwarf Life Cleric is a mandatory party component.

  • @BoredMarcus
    @BoredMarcus 2 года назад +2

    It's 5 Bards, I haven't watch the video yet, but it's 5 Bards.

  • @fkingsirius6913
    @fkingsirius6913 2 года назад

    I've been thinking about this and here goes mine:
    Oath of Vengeance Paladin - Polearm Master > Great Weapon Master > Sentinel
    War Domain Cleric
    Gloomstalker Ranger - Sharpshooter > Crossbow Expert
    Divination Wizard
    This party will delete tons of enemys instantly, with the Divination Wizard and the War Cleric supporting the GWM and Sharpshooter.
    Solid Frontlane. Tons of Damage. Good Control. Good AOE. Healing Word. Counterspell. Party Face. Infiltrator. 2 emergency healers. Polymorph.
    Bonus: Divine Soul Sorccerer - Extra Healing Word, Counterspell, AOE, Polymorph and Charisma.

  • @LannyX2
    @LannyX2 2 года назад +6

    I very much like the 3rd party build especially with the Addition of the Battle Master Fighter. I play a battle Master Fighter in a campaign my group started about 2 years or so ago and he is always at the front line beating the shit out of enemy's when they even try to hit anyone else in the party...the dice never stop rolling with the Sentinel feat.

  • @relariistheparadox221
    @relariistheparadox221 2 года назад

    Perfect party: 5 bards
    College of lore for blaster substitute and/or revival abilities like revivify, and later wish
    College of eloquence for party face.
    College of whispers for stealth.
    College of swords for tank/off tank, though any of these bards can polymorph so any could tank/enable tanking after level 7.
    And honestly that's good enough but you could add college of creation for extra utility or college of valor for extra off tank combat as well.
    Bards are scary, man.

  • @jamesonstalanthasyu
    @jamesonstalanthasyu 2 года назад

    this discussion just reminded me when I was playing the WIzardry series and the Might and Magic series many moons ago, and once I completed it, I redid it trying out different single-class party combinations.

  • @kevincrenshaw8435
    @kevincrenshaw8435 2 года назад

    Life Domain Cleric, Moon Druid, Arcane Trickster Rouge and A Storm-Herald Barbarian

  • @brettonalwood4173
    @brettonalwood4173 2 года назад

    Just got notified of this video over a week later.

  • @Azgaroththewise
    @Azgaroththewise 2 года назад +2

    The Aesir/Vanir: mountain dwarf conquest paladin (Thor), changeling trickster rouge or trickster cleric (Loki), human (variant) or forest gnome divination wizard (Odin), eladrin shepards druid (Freya). Bonus: scourge aasimar rune knight fighter (Tyr)

  • @DaveCertifiedS
    @DaveCertifiedS 2 года назад

    Best party? Four Bards, all the skills, buffs for the party, flexibility in builds to give you a damage caster and a healer, along with many other tricks along the way. This is likely two Lore Bards, an Eloquence Bard, then either Swords or Valor. All bases covered. Haste, Fireball, Counterspell, plus someone to tank.

  • @kotypryor752
    @kotypryor752 2 года назад

    Loved this one. My ideal party is divination wizard, thief rogue, vengeance paladin, & life cleric

  • @VJIX
    @VJIX 2 года назад

    Awesome video!! I would love to see the same video concept for the PC/Xbox game Solasta!

  • @leonpetrich5864
    @leonpetrich5864 2 года назад +4

    I would go something like: Peace Cleric, Twilight Cleric, Divination or Chronurgy Wizard and then a Paladin or a Fighter. For 5th spot probably another Wizard.

    • @sagebauer1077
      @sagebauer1077 2 года назад +1

      lacking any kind of stealth but lets be honest wizards can just handwave most stealth missions with spells

    • @leonpetrich5864
      @leonpetrich5864 2 года назад +2

      @@sagebauer1077 Either that or you just don´t need stealth at all since your party pretty much can´t die. The peace and twilight combo is so utterly broken, I wouldn´t recommend anyone to play it.

    • @sagebauer1077
      @sagebauer1077 2 года назад +1

      @@leonpetrich5864 players never bother with stealth anyhow.

    • @rowdienights9136
      @rowdienights9136 2 года назад +1

      @@sagebauer1077 I play two games a week, and can never convince the party to stealth. Surprise! Seriously y”all? I can never sell it.

  • @WolfWarriorLive
    @WolfWarriorLive 2 года назад +3

    Did I miss something about druids getting firebolt added to their spell list?

    • @melissarosia3585
      @melissarosia3585 2 года назад +1

      Yeah... it throw me too. For the last 6 years (ish) I have played a moon druid and I agree they are a flexible character. Especially given I frequently have to play many roles. But they do not have firebolt. Even wildfire druids don't.

    • @WolfWarriorLive
      @WolfWarriorLive 2 года назад +2

      @@melissarosia3585 legit had to pause the video and replay a few times because I didn’t know if he said firebolt or fireball, and honestly it sounds like firebalt. And I know in the games I dm, I add fireball to the wildfire druid extra spell list, but that’s not official. And I’m playing a moon druid in a campaign that’s been going on for a long while (breaks and dm is obviously padding things out because he can’t say goodbye to his villains) and I would’ve loved to have had firebolt in lots of scenarios

  • @mesarosmm
    @mesarosmm 2 года назад +1

    Perfect 5th party member is always an another Cleric.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel 2 года назад

    Some intriguing party potential here
    Good ideas for sure

  • @TurboWulfe
    @TurboWulfe 2 года назад

    Doesn't matter when Murphy comes around, lol. Great vid. Keep up the great job. Take care and stay safe 😎 🍻 🤘

  • @Plamkton
    @Plamkton Год назад

    Pact of the bag: our party
    Champion fighter/bear totem barbarian.
    Vengence paladin/divine soul sorcerer
    Fiend warlock
    Cleric/wizard tempest cleric order of scribes wizard
    Collage of lore bard, draconic sorcerer
    Life domain cleric.
    This is the party we got atm and it can hold its own!

  • @tbgold07
    @tbgold07 2 года назад

    Have only listened to the intro for the video. Would not be surprised if he pulls out a 4 bard or 4 sorc build

  • @astarionsbloodsource
    @astarionsbloodsource 4 месяца назад

    Forever a Circle of the Moon Druid!! So versatile and fun to play, it’s hard creating a character in another class 😅

  • @jaredlocke4300
    @jaredlocke4300 2 года назад

    Playing an a similar party conceptually right now: Moon Druid, Shepard Druid, Monster Slayer Ranger, Vengeance Paladin.

  • @salamshalom
    @salamshalom 2 года назад

    Cody turned me on to Valor bard with his archer class build. I love it so very much. I almost hit level 10 with one. And it is fun because that party has a Lore bard!
    I have been able to do so many fun things, including making the Paladin fly and using Polymorph to heal the other bard. She went from nearly dying to Giant Aping around. It was the best! She loved it.

  • @thecognitiverambler8911
    @thecognitiverambler8911 2 года назад

    For my money I'd go:
    - Watchers Paladin
    - Twilight Cleric
    -Chronurgy Wizard
    and your fourth and optional fifth can be any combination of: Shepherd Druid, Gloomstalker Ranger, and Eloquence Bard.
    I'm calling out some busted subclasses, but hey this is an exercise in raw power with a DM out to get me sooooo.

  • @sagebauer1077
    @sagebauer1077 2 года назад

    I've been wanting a video like this for a long time. People focus way too much on individual PC strength and not enough on party cohesion. As you see in this video, sometimes slightly-weaker class choices end up being the perfect addition to a party.

    • @matthewguinn5371
      @matthewguinn5371 2 года назад

      I’d look at something like this: vengeance/clockworksoul as the tank. Quicken runs the gish. Gloomstalker/twilight gets stealth, offheal with massive range damage. Clockworksoul with one level of order cleric. Mtn dwarf. Heavy armor and shield and can buff to trigger extra attack. And the face with counter spell Hex blade/ swashbuckler. Hex to at least 5. Then probably the rest rogue. Missing is a super high int, but I think you can probably face your way to knowledge in most cases. If you feel like you need the int, the arcane can be scribes Or abjuration wiz with one lvl of order cleric.

  • @overseezer
    @overseezer Год назад

    We love you bro 😭

  • @raiorai2
    @raiorai2 2 года назад

    All of them are cool and very efficient, but the Wild Child sounds so fun to play as!!

  • @notsure7813
    @notsure7813 2 года назад +1

    Watcher Paladin- Every Ultimate party need a Paladin to buff saves Watcher also buffs initiatiive and you get your level nine counterspell
    Sheppard Druid- I would go Moon if I knew the campagin would not get to level six or was for sure going to Twenty
    Twilight Cleric-Just a busted subclass
    Bladesinger Wizard-Subclass not super important went Bladesinger cause they are awesome but Chronurgist or War might be more optimal.
    Fifth wheel- All bases are covered so could be anything. I will go Gloomstalker Ranger if your campaign is more exploration dungeon delve based or Eloquence Bard if you have a more social focused game.

  • @dracone4370
    @dracone4370 2 года назад

    The next team I have as a concept is the Masters of Storms:
    First up is the Storm Sorcerer; this is your Face for the group; at first level, you get the Wind Speaker ability, and it the ability to speak and understand Primordial doesn't sound all that impressive, but free access to a language is always good because you never know when it will be to your benefit; also at first level you get Tempestous Magic ability, this allows you to summon up a whirlwind around you as a bonus action and when the whirlwind is active your able move around without provoking attacks of opportunity; at level 6 you gain the ability Heart of the Storm, this grants you resistance to Lightning and Thunder damage, it also causes lightning or Thunder energy (your choice) to erupt you within a 10-foot ring whenever you cast a Lightning or Thunder spell to deal Lightning or Thunder damage equal to your Sorcerer level, free damage to every threat within the danger zone for caster is huge; at level 6 you get the Storm Guide ability, this allows you to control active rain and wind conditions on the battlefield, which doesn't sound like much but the ability to manipulte weather that someone else probably whipped up is a boon to the party, and it only costs you an action to activate the ability and bonus action deactivate; at 14th level you get the Storm's Fury ability, this allow you to hit someone who attacks you back with your reaction by hitting them with lightning and forces them to make a Strength saving against your Spell Save DC and they get pushed 20 feet on a fail; at 18 level you get the Wind Soul ability, this grants you immunity to Lightning and Thunder damage, and gives the ability to fly at a speed of 60 feet, as an action you can also choose halve your to grant other creatures to fly equal to 3+your Charisma modifier and they get a 30-foot fly speed for an hour. Next is the Tempest Domain Cleric; this is your Healer Buffer/Debuffer; you get access to Fog Cloud, Shatter, Call Lightning, Control Water, and Destructive Wave; also gain access to Martial Weapons and Heavy armor; at first level, you get the Wrath of the Storm ability when a creature you can see within 5 feet of you makes an attack you can use your reaction to force a Dexterity saving throw to deal Thunder or Lightning (your choice) on the creature and deal 2 D8 damage on a fail and 1 D8 on a success; at 2nd level, you get the Channel Divnity: Destructive Wrath ability, this allows you to deal max damage on a Thunder or Lightning attack instead of rolling for damage; at level 6 you get the Thunderbolt Strike ability, this allows you to push a creature up to 10 feet away from you when you hit them with a Lightning attack; at level 8 you get your Divine Strike ability, this allows you to add 1 D8 Thunder damage and this doubles to 2 D8 at level 14; at level 17 you gain the Stormborn ability, this grants you a flying speed equal to your walking speed, so long as you aren't underground or indoors. Next, we have the Circle of Wildfire Druid; this is your Blaster and backup Healer, and backup Control; you have access to Burning Hands, Scorching Ray, revivify, Aura of Life, and Flame Strike; at 2nd level, you gain the ability Summon Wildfire Spirit, you basically get a burning familiar that deals Fire damage when you summon it on the field and can port around the battlefield to deal more damage and play control for you; at 6th levle you get the Enhanced Bond ability, this expands the scope of what your Wildfire Spirit is capable of; at 10th level, you get the Cauterizing Flames ability, this expands the range of your healing and damage with Fire, when your Wildfire Spirit dies it explodes and triggers your choice causing more Fire damage or extinguish to grant additional healing with within a 30-foot range; and at level 14 you get the Blazing Revival ability, if you're dropped to 0 hit points within 120 feet of your Wildfire Spirit you can choose to drop the spirit's hit points to 0 so you can be brought up to half Half your max Hit Points and stand up. And we round the group with the School of Evocation Wizard, the whole "Storm Destruction" archetype this school is clearly designed to lean into; at level 2, you get the Evocation Sevant, this makes all new Evocation learn cost less to add to your spellbook, which is better than you might think, Evocation literally has most spells of all the schools of magic, you can literally fill up your entire spellbook with Evocation spells and literally fill every slot (including Cantrips), also at 2nd level you get the Sculpt Spells ability, this allows you control the blast radius of all your spells to make sure your allies and objectives are not touched by your AOE spells, you are a blaster of every kind, so the ability manipulate your blast radiuses is enormous; at level 6 you get the Potent Cantrip ability, your damaging cantrips have a greater effect on creatures with the ability to avoid the brunt of your attacks from those damaging cantrips, if they were able to avoid by your cantrip with their save they automatically half the damage the attack would have dealt; at 10th level you get the Empowered Evocation ability, this grants you the power to add your Intelligence modifier to one Wizard Evocation you cast; at 14 level you get the Overchannel ability, you can bring any of your spells between levels 1 to 5 up to maximum damage, the first time you use this ability you suffer no ill effects but if you continue to use this you deal necrotic damage to yourself, so you self-harm to cast Evocation spells with more power, but it all resets after a long rest; as an Evocation Wizard you excel as the party's main Blaster but with access to non-evocation spells on the Wizard list you can also play a pretty good Buff/Debuff and Control role. Granted, you really don't have a party Face in this group, which you might need, but some of the options here do usually tend to have a decent Charisma because it's necessary for saves against other spellcasters, so at least one of the characters should be decent in terms of social interaction.

  • @robertbengel2689
    @robertbengel2689 2 года назад

    I think the dungeon delving party, being made of very classic classes and subclasses, is my fav

  • @debuyarou7463
    @debuyarou7463 2 года назад

    Thank you for this video. It’s so great I love it! Here is my favorite party composition:
    1. Bear totem barbarian - tank
    2. Assassin Rogue LVL 13 / Champion Fighter LVL 7 - scout (find and disarm traps, gathering info etc…) / off tank
    3. Cleric Light Domain LVL 19 / Fighter LVL 1 - Buff, heal and good damage.
    4. College of Lore Bard LVL 19 / Hexblade Warlock LVL 1 - Face of the party, CC and good damage
    But all your 3 party composition sounds more powerful.

    • @sogmage4809
      @sogmage4809 2 года назад

      What does the one fighter level give your light cleric, when do you take it?

    • @debuyarou7463
      @debuyarou7463 2 года назад

      @@sogmage4809 At level 2 I love to pick 1 level in fighter and here are some reasons:
      - Second Wind. It’s heal that don’t coast spell slot and reset on short rest. When you have only 2 spell slots its nice. So it’s good early on. Ok it’s not that great later on.
      - Fighting Style. It’s powerful like some Feats.
      - Become proficient with all Martial Weapons
      Most importantly you have all these through whole campaign. Yes Divine Intervention that succeeds automatically sounds very nice but let’s be realistic you will get it after 5 years of playing and you will wait for last final fight because of 7 days CD. And if we take in consideration that campaign will takes that long. Most campaign last up to level 13 or I just don't have luck.

  • @kaemonbonet4931
    @kaemonbonet4931 2 года назад

    Big take away is you pretty much can't go wrong with as many druids and paladins as you want in your party. Trying to answer this question with multiclassing gets fun.

  • @J0nny_
    @J0nny_ 2 года назад

    Another powerful build I build is the "Tanky 2-Stage Mage"
    1 lvl forge domain cleric - prof in heavy armor, shields, healing spells, +1 to a non-magical weapon
    the rest in mage
    Result: 21 AC when using the best (non magical) armor and upgrading a shield to +1
    combine contingency with 5th lvl cure wounds with a trigger of "Hp < 0" to be able to heal yourself once you die
    The only drawbacks are, that you have to wait 1 lvl before you can learn spells of your highest and you don't get the mediocre lvl 20 mage benefits.

  • @tsukinoke7379
    @tsukinoke7379 2 года назад

    Perfect party- all clerics. You can really fill all rolls

  • @sebastianfranasovic7005
    @sebastianfranasovic7005 2 года назад +4

    So far, in the DnD campaign I've been playing I think I had the joy of finding a party that feels *just* right.
    - Vengeance Paladin (STR / CHA, Close Range, Tank, Face Skills, Lesser Healer, Single Target)
    - Swarmkeeper Ranger (DEX / WIS, Close Range and Long Range, Utility Magic, Exploration Skills, Lesser Healer, Both Single Target and Crowd Control)
    - Evocation Wizard (INT, Long Range, Utility magic, Knowledge Skills, Crowd Control)
    It's simple as a group, but it shines in its increbile versatility when it comes to in-combat and out-of-combat while having a rather compact party size.

  • @Zarkonem
    @Zarkonem 2 года назад

    Honestly, to make a really strong party, you really only need to make sure you have a tank, a support, a damage dealer and a controller. As long as you have these 4 main roles covered, you pretty much have a team that is ready for just about anything. If you pick classes that can do multiple roles, that's more the better so that you can cover when someone else is having issues.
    So, as long as you pick any combination of any of these classes for each role, you're pretty solid.
    Tank: Any paladin, Moon druid or Any cleric with heavy armor and a shield all are hard as hell to kill and can also heal. The Barbarian is also a solid tank if you have enough healing.
    Support: Any cleric, bard or druid. Full casters with abundant access to healing abilities and party buffs. Special mention here as well for the divine soul sorcerer who has access to the cleric spell list and can cure wounds and revivify as a bonus action or from a distance or twin cast healing and buff spells with their metamagic.
    Damage Dealer: Rogues, most rangers, any of the 3 arcane casters, a well built fighter, barbarian or paladin using a two handed weapon and the great weapon fighter feat, really this role can be filled by just about anything that is building themselves with dealing damage in mind.
    Controller: Bards, Sorcerers and Wizards especially fill this role really well as full casters with access to lots of control effects with the bard being able to assist in support and the sorcerer and wizard being able to assist in damage.
    I want to bring a special mention to the monk, as while i don't feel that they excel at any of these roles in any spectacular way, they can simultaneously assist with off tanking being dodgy as hell, can output some pretty respectable damage with flurry of blows (especially if you grab magic initiate and pick up hunters mark or hex for added damage with every hit) and can also lock something down with stunning strike. So they are a solid pick for a 4th member of the party if you have the other roles filled pretty well with the other members.

  • @dracone4370
    @dracone4370 2 года назад +1

    During this video, I got hit with some other potential party compositions.
    The first on the list is what I am calling Children of the Night; this party composition follows the theme of the Night and can work at almost anytime but probably would work best in a campaign where the characters aren't seeing the sun for extended periods of time (like an Underdark campaign or campaign where something has happened to make it, so no one has seen the sun in the surface world for a very long time)
    To start things off, this party will kick things off with the Circle of Stars Druid; being one of the newer subclasses for the Druid means not a lot of people have been exposed to it, but the Circle of the Stars is able to check several boxes with its wildshapes that additionally switch out the typical Druid transformations for an entirely new set of ones that provide abilities to better optimize different things very early on while still technically having access to all the typical transformations; still, the Archer constellation gives you ranged spell damage, the Chalice gives a bonus to healing, the Dragon optimizes your Intelligence and Wisdom checks and Constitution saving rolls; yes, these a wildshapes that let you do magic better while you are transformed by opting to take on a starry form instead of being a beast of some kind; ad to that your Star Map feature, which you also get at level 2, which allows you to automatically know Guidance or Guiding Bolt in advance, depending on how you have your starchart arranged, or even cast Guiding Bolt without expending a spell slot, Guidance and Guiding Bolt are huge, Guidance lets you give a bonus die to add on to any character in the party to make those skill checks easier and Guiding Bolt is a boon in combat since it makes the next attack on the target you hit with it be made with Advantage; at level 6 you get Cosmic Omen, this allows you to consult your star map after every long rest, roll a die and the effect is different based on whether it is Even or Odd, either way you'll be affecting creatures within 30 feet of you, just in different ways that can benefit your party in combat, if its Weal (Even) then you can add a D6 to the attack, saving throw or ability check of any creature within 30 feet of you but if you roll odd (woe) then you can you use a D6 to subtract from their roll by that amount; at level 10 you get Twinkling Constellations, this bumps your Archer and Chalic from a single D8 to 2 D8, and the Dragon constellation gives you Flying speed of 20 feet and the ability to hover, and additionally, you can alternate between Starry forms each turn if you start your turn transformed into one of the constellations; and at 14th level you can the ability Full of Stars, this ability makes you partially incorpereal while in your Starry form and thus grants you resistance to Bludgeoning, Piercing, and Slashing damage, now that might seem lackluster, considering everything you got before that but resistance to those sorts of common damage types can still be a game changer, it means most quick reactions by opponents won't deal as much damage, granted by that time a considerable number of attacks are magically enhanced or augmented if they aren't straightup spells, but having resistance to common damage types is still far better than it seems at first blush. Then we have the Way of the Shadow Monk; here's our sneaky infiltration character; the ability to basically use shadows as a means of transport is huge, you just have to keep an eye on your Ki points so you can pop out in a potential emergency situation to avoid capture, but a lot of the stuff said about Monks in general in this video also apply to you here. Then we have the Twilight Domain Cleric, here is your Buffer and Healer; the Stars Druid can play good back up, but the suite of abilities you get as this kind of Cleric, in particular, makes you a force on the battlefield and just about anywhere else; Faeries Fire, Moon Beam, Leomund's Tiny Hut, Aura of Life, and Mislead are all on your spell list and are tremendous spells to have; Right when you pick this subclass you get Eyes of Night, this gives you Darkvision up to 300 feet, which is tremendous when moving about in dark environments, this means you can probably see potential threats before they see you most of the time, also at first level, you get Vigilant Blessing, this allows you to grant any creature you touch (including yourself) Adantage on Initiative rolls as an action; at second level, you get the Channel Divinty: Twilight Sanctuary, as an action you gain the ability to create a 30-foot sphere of twilight centered on you that makes it so that if any creature (including yourself) ends their turn in the sphere you can grant them one of 2 effects, you grant them temporary hit points eal to 1 D6+ your Cleric level or you end the effect of Charm or Fear effect on the that creature; at level 6, they get the ability Steps of the Night, this allows you to effectively fly as long as you're in dark or lowlight environments, which means you effectively move about the battlefield to avoid a lot of obstacles and move just high enough for your sphere twilight to help out your companions that are in potentially hazardous situations; at level 8 you get your Divine Strike, which is just you infusing Radiant damage into your weapons; and at 17th level you get the ability Twilight Shroud, this gives partial cover to every ally within your Twilight Sanctuary's sphere of twilight. Then we come to number 4 in the group, the Shadow Magic Sorcerer, you have a bunch of Darkness-based abilities, like the Shadow Monk, and are best suited to operate as the party's Face, and the Strength of the Grave ability you get means that you get to cheat death if something would deal a killing blow to you, your Eyes of the Dark grants 120 feet of Darkvision, and both of those are level 1 abilities; at level 6 you get Hound of Ill Omen, you gain the ability to summon a creature made Darkness to harrass whatever you want, by spending 3 Sorcery Points to summon it attack someone and uses the Dire Wolf stat block and has a number of extra abilities that makes it a threat on the battlefield; at 14th level, you get the Shadow Walk ability, this allows you travel through shadows in the same way as the Shadow Monk; at 18th level, you get the ability Umbral Form, this allows you turn basically turn into a shadow entity at the cost of 6 Sorcery points, and you gain resistance to all damage types other than Radiant and Force damage.

  • @camusreviews6877
    @camusreviews6877 2 года назад

    I’m currently in a 3 player party where I’m a tiefling celestial warlock, we have a changeling soulknife rogue, and a path of glory paladin. Our paladin can heal, deal burst damage (smites), and above all tank. As the celestial warlock, I have consistent ranged damage (eldritch blast), utility with support spells and at will detect magic, healing, high charisma for social skills, and situational tanking due to fire, cold, and poison resistances from tiefling/infernal constitution, and radiant damage from celestial pact. Our soulknife has burst damage from sneak attack, ranged damage from psychic blades, amazing skill bonuses, and as a changeling she has amazing social options. All we lack is battlefield control but also I have the darkness and devil’s sight combo so even that can be ameliorated.

  • @blairbrook1336
    @blairbrook1336 2 года назад +1

    Oath of ancients paladin
    Ancestral guardian barbarian
    Peace cleric
    Twilight cleric
    Shepard Druid

  • @godless_comedian6667
    @godless_comedian6667 2 года назад +1

    the 5 I had for my 3 year long campaign was pretty damn powerful
    Aasimar Oath of Redemption Paladin
    Goblin Bladesinger Wizard
    variant Human BattleMaster Fighter
    Goliath Life Domain Cleric
    High Elf Trickster Rogue.
    extremely good party composition that was hard to challenge for me personally.

  • @crashdown8664
    @crashdown8664 2 года назад

    Of the parties presented I have to say, the second one (the wild themed one) is my favorite. Love all those choices and it's fun to play a jolly group of uncivilized heathens from time to time.

  • @mardshima2070
    @mardshima2070 2 года назад

    My strongest party so far is:
    1. Vengeance Paladin: teleport in front of enemy and BOOM! and obviously a tank.
    2. Gloom Stalker/Arcane Trickster: Zephyr Strike and BOOM! also has Pass Without Trace for party-wide stealth.
    3. Forge Cleric: tank, healer, buffer, battle field controller, all short of utility.
    4. Divine Sorcerer/Arcfey Warlock: healer, buffer, damage dealer, battle field controller, all short of utility, DM headache inducer (twin haste, twin invisibility, heighten hold person & hold monster for crit damage, subtling lots of spells, nasty spell combos).
    The whole party can do lot of damage, heal, and utility. Two main damage dealers are both have amazing mobility while also being super explosive while the two main spellcasters can do almost anything under the sun.

  • @nicholasromalo502
    @nicholasromalo502 2 года назад +8

    3rd party calls on a Light Cleric due to Heavy Armor. Small problem: Light Cleric doesn’t receive Heavy Armor by default

  • @showcase0525
    @showcase0525 2 года назад

    i think this can be a mini series

  • @evansiegel5660
    @evansiegel5660 2 года назад

    The fact none of these parties has a twilight cleric is a missed opportunity

  • @cyrusvonkerogain9489
    @cyrusvonkerogain9489 2 года назад

    I think the following team would be among the best.
    Zealot Barbarian - Burst Damage, Tank
    Twilight Cleric - Buff, Debuff, Healing, Off tank
    Stars Druid - Healing, Ranged Damage, AOE, Party Stealth, Exploration, Battlefield control, Buff/debuff
    Divine Soul Sorcerer - Face, emergency healer, AOE, Ranged Damage.
    The fifth to round out what is missing is a:
    Gloomstalker Ranger - Initial Burst Damage, Ranged, Stealth
    or
    Moon Druid - Tank, AOE, Healing, Stealth, Control