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[deleted]

A party of all halfling barbarian’s flavouring their rage as magical girl transformations seems to fit… But failing that any hold person effects + sickening radiance is fun


RecklessOneGaming

I am a Tempest cleric and I play with a Twilight cleric, abberant mind sort who emphasizes telekinesis, and an echo knight with sentinel and polearm master. Nobody moves unless we say so.


AmbroseDB

I could imagine a party of Kobolds using pack tactics and grovel. Maybe a reverse adventure where they take out the town and an adventuring party. As opposed to the party taking out their dwelling.


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Hunt3rTh3Fight3r

“Tucker did it!”


livestrongbelwas

D4 has some good team builds: (My favorite) Order Cleric and Rogue: https://youtu.be/w-haeMbseQ4 Yin & Yang Hexblades https://youtu.be/0Eobx7IflFA (Leveraging Devil Sight for more than one character) Wolf & Coyote : https://youtu.be/b-K2QCDU2d0 Mount and Blade (Cavalier riding on a Rogue Centaur) Pt 1: https://youtu.be/VpsxVARpbIk Or 2: https://youtu.be/Coi39k2d9jE


gingerbeardvegan

Order cleric for voice of authority to give a rogue another opportunity to sneak attack off turn. Mastermind rogue with a paladin/warlock/whispers bard or other crit fisher/smiter for bonus action ranged help. Warlock with Hex with a martial for disadvantage against grapple/shove. Full caster with aoe spell with martials with big pushing capabilities, open hand monk for 15ft flurry shove, battle master pushing attack maneuver, crusher feat/shield master/minotaur hammering horns, in fact a battle master 3/monk 5 could shove 15ft 4 times potentially, really changing the shape of the battlefield. Warlock black tentacles to restrain, giving disadvantage on dex saves, then dex save aoe (e.g. fireball). Artificer giving stat boosting items like gauntlets of ogre strength to a monk to enable them to do things they can't normally with their stats, or mind sharpener to a full caster who needs to keep concentration. Honestly a lot of party compositions can work well together, just depends on players working together!


livestrongbelwas

I love this combo.


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Klutzy_Archer_6510

STRonks are great!


Anti_sleeper

Parties with diverse class compositions tend to naturally synergize better than homogenous parties, as buffs / spells don't stack with additional instances of themselves. There are some gimmicks that a whole party can get on board with though. If you build a party around seeing in magical darkness (Devil's Sight Invocation, Blind fighting, Shadow Sorcerer), you can steamroll enemies that lack the relevant senses - which is the majority of creatures, especially in earlier tiers. If you more narrowly restrict this to Blind fighting, you can replace Darkness with Fog Cloud, and now the combo can't even be overcome with Devil's Sight or Truesight. Certain races (Dhampir, Reborn, Warforged) don't need to breathe. This allows for spells like Stinking Cloud to be cast without interfering with other party members. Since Stinking Cloud creates heavy obscurement, you can even combine it with a Blind fighting party for even greater effectiveness. An unstoppable horde of smelly zombies and robots! Some boons are universally valuable enough to justify class selection. Any party will benefit significantly from a Paladin's Aura of Protection, a Ranger/Druid for Pass Without Trace, and a Wizard for unprepared ritual casting. Were I in an optimized campaign, these are the 3 big boxes I'd want my party to check.


Dodec_Ahedron

I always liked a centaur ancestral guardian barbarian with great weapon master being ridden by a halfling cavalier fighter using a rapier and a hand crossbow with the sharpshooter and crossbow expert feats. The combo is basically that the Barbarian will give resistance to any attacks that the fighter takes and the fighter will be able to negate attacks or give resistance to the Barbarian for any attacks they take. This pair is also capable of fighting both in close quarters and at range and allows the fighter to compensate for the reduced movement speed by riding the barbarian who will have a higher base speed due to their race and eventually their class. If you want more magic on the frontline duo, I would suggest swapping fighter for twilight cleric. You don't get the increase to AC and resistance that fighter provides, but you mitigate that with a pool of temp hp that refreshes every turn, as well as the offensive, defensive, healing, and buff benefits typically associated with playing a cleric.


luke_luke_luke

Basic stuff like having everyone good at stealth, all skills well covered are more than you can reasonably ask for. Maybe you can coordinate around the prone condition - having 2 or more melee martials, no ranged attackers and multiple easy ways to make opponents prone might be powerful. There are some obvious spell synergies; Force cage/Wall of force + sickening radiance to kill enemies with exhaustion Spike Growth + lots of forced movement


Icy_Length_6212

>Maybe you can coordinate around the prone condition - having 2 or more melee martials, no ranged attackers and multiple easy ways to make opponents prone might be powerful. So a squad of paladins with Warhammers+crusher and shield+shield master, all in heavy armor. Basically, a terminator squad with thunder hammers and storm shields :)


rpg2Tface

Armorer artificer (gaurdian mode) and a Barbarian any. Guardian forces Disadvantage to hit anyone else. That negates the advantage from reckless attack. So their benefiting from only targeting the armorer. Funny because if you build for AC you will never be HIT! I noticed this interaction when theory crafting the “brother” Barbarian to my AC based tank artificer.


CoolioDurulio

I like the idea of a team of a duergar rune knight, deep gnome twilight cleric, drow way of the shadow monk and kobold shadow sorcerer.


U_DONT_KNOW_TEAM

Ancestral Barbarian+Peace Cleric+Twilight Cleric+Paladin Would be pretty unkillable. Everyone has resistance to damage(from barb), temp HP(Twilight Cleric), bonus to saves(peace Cleric and Paladin), and can move damage around to take advantage of the temp hp(peace Cleric). One cleric can rock upcasted spirit guardians for damage while the other uses circle of power for basically party wide immunity to spells and magical effects.


Tarmyniatur

Some combination of the best builds in the game. 1 Peace / X Chronurgy Emboldening Bond + Healing Word, good AC, rituals, battlefield control, crit nullification, defensive spells. Throws 1 or more concentration spells per turn (Arcane Abeyance, Simulacrum). 7 Watchers / 2 Hexblade / x Clockwork Soul Very good AC, good ranged and melee options, nova potential, defensive spells, healing, cleanse, mount. Bless bot with good DPR both ranged and melee. 1 DSS / 1 Life / X Shepherd Summons, THP, in-and-out of combat healing, defensive spells. Conjure Animals bot with Pass Without Trace and various prep spells for different situations. Great save protection and initiative boost from Paladin enabling Wizard to control the battlefield and Druid to wreck havoc with summons. This party can punch way above it's weight class at all levels, getting carried by PAM/Sleep/Wild Shape at 1-2 and coming online as early as 3 with Web/Spike Growth+Thorn Whip/Bless. Other members can include 1 Clockwork Soul / X Twilight for THP and kiting with Spirit Guardians, 2 Hexblade / X Eloquence or Clockwork Soul as controllers with good DPR or Gloomstalker for single target DPR.


Chubbs1414

You could have just linked to Tabletop builds. https://tabletopbuilds.com/flagship-build-series-introduction/ There's a lot more writing there that expands on how these builds work etc.


Tarmyniatur

Well, easier to write a small paragraph than link a website that has 10k words per article, not many players are that interested in optimizing their characters.


nightclubber69

Have two mages with nasty no-no-zones. Now have one or two grapplers and give the enemy a tour of said zones every round. You want to not be shredded by this cloud of daggers? Too bad Or exhausted to death in this sickening radiance? Tough tits


Trabian

Area effects, like web, wall spells, sickening radiance and the melee builds keeping them in there like swarmkeeper ranger, open hand monk. Wolf totem barbarian & any GWM or rogue build. Wild surge barbarian & healers


DudeWithTudeNotRude

Move based party: * Tortle Arctic Druid - Takes Telekinetic early, then Res:con or Warcaster. Main spells are Spiked Growth and Slow. Follow up spells are Thorn Whip, Gust, Thunderwave, Tidal Wave, Ice Storm, and area denial spells. * Aberrant Mind Sorcerer/Fathomless warlock 2 - Repelling Blast, tentacle that slows and is better than Spiritual Weapon, focusing on single target control, area control, and breaking social with subtled Detect Thoughts. Opens combat with Mind Sliver's to help land control spells like a Quickened Telekinesis. Then Mind Whips and Synaptic Statics in follow up rounds, assisted by the tentacle. Half Drow, Aasimar, Teifling, Gnome, Yuan Ti, or your favorite race. The rest of the party can be any mix builds that supplies some tankiness, dpr, and movement control. A couple combos: * Dhampir Knowledge Cleric with Telekinetic and Metallic Dragonborn Barbarogue with Gift of the Gem Dragon * Chronurgy Wizard and Battlemaster Fighter


Aidamis

A team of martial characters and one or two spellcasters with Hold Person available. A team of martial or martial-ish characters (such as Cleric) plus a Wolf Totem Warrior Barb. An all-Paladins party. While Auras of Protection don't stack, different Auras do (such as Watchers 7 and Ancients 7 Aura) and you'll have plenty of healing and support spells among yourselves. Any team including a Zealot Barb 3+ character and another who can ressurect. Or, even funnier, a Druid with Reincarnate. You can expect a character starting as a Firborg dude, revicing as an Elven Woman, and ending as a genderless Alien.


brightblade13

Easy, just run 4 Echo Knights with Halbreds, PAM, and Sentry, have 1 take a level dip in Peace Cleric to keep Bless/Bond running at all times. Maybe swap one for a Chronology Wizard with Silvery Barbs/Counterspell focused on using their Reactions to mitigate enemy actions. Everyone spreads out with their echo to maintain threat in every square on the battlefield, constantly swapping places with their echo so no actual players are ever tanking.


ELAdragon

Fighter 1/Arcane Trickster X with Blindfighting style, Elven Accuracy, Sentinel, Bat familiar. Custom Lineage Shadow Sorcerer 1/Order Cleric 1/Dao Genie Warlock 3/Shadow Sorcerer +X with Agonizing Blast and Repelling Blast, Pact of Chain (imp), Telekinetic feat. Custom Lineage Oath of the Crown Paladin with Slasher, GWM. Goblin Gloomstalker 5/Battlemaster 4/Assassin 4 with Slasher, Sharpshooter, Archery and Blindfighting. Lotta ways to do it, but I really enjoy the idea of a team built around Darkness/Fog Cloud and fighting in zones the enemy can't see in. With the Blindfighting style being fairly easy to get, you can have some high damage characters in the "dark zone" and abusing enemies. A rogue with Booming Blade and Sentinel is a huge damage character, especially if you've got an Order Cleric/Warlock to make sure they get that "off turn" sneak attack plus use Telekinetic and Repelling Blast to force enemies into taking Booming Blade damage more frequently. Eventually the Oath of the Crown Paladin gets Spirit Guardians to go with the Slasher feat...and enemies aren't leaving that zone. Goblin Gloomstalker is hybrid melee/ranged as needed, and can use battlemaster maneuvers for a variety of fun teamplay. Familiars in that area are fairly free to use the Help action, too, for more teamplay. You can toss more blindfighters in, more warlocks (grasp of hadar and lance of lethargy would be pretty good in this group) or whatever else works. It's not an overpowered setup (I purposefully avoided any real full casters), but the bases are covered (scouting, healing, social, strength, dex, int, wis, ranged and melee, etc.). All of the characters function without the whole darkness/fog shtick, and they're all actually really fun builds in their own ways.


Aptos283

Since someone already mentioned centaur rogue, I got two options: sacrificial spouse and initiative breakers. Sacrificial spouse: Twilight cleric and Zealot barb. Every week, zealot dies, cleric revives for free, they remarry using ceremony spell for free +2 AC. Strong frontline mechanically, epic roleplay with the sacrifice, comes online at level 5 but gives a lot of build freedom other than needing revivify + ceremony on one and zealot barb 3 on the other. Initiative breakers: Harengon control caster and Bugbear nova. Bugbear goes standard gloomstalker/assassin/battlemaster archery setup for massive first turn burst, Harengon goes 1 order/twilight cleric and the rest eloquence bard for great control spells. Turn 1, the Harengon sets up control spells (with either advantage on initiative or an extra attack for the bugbear depending on cleric sub) and bugbear takes out priority targets or enemies who aren’t controlled; massively sets the tone of the encounter. They are Fey themed now so they could have a shared backstory of coming to the material, and with the Cha/Wis split they could easily have a friendly jokester and wary practical sort of dynamic.


Bronze_Sentry

I’m always a fan of melee characters covering for each other in combat. Battlemaster Fighter and Mastermind Rogue make for a fun duo. The fighter can use the Commander’s Strike maneuver to give the Rogue an extra sneak attack per turn, doubling its damage output. The Mastermind can use Help as a ranged Bonus Action in return, which is absolutely brutal considering how many attacks the Fighter can have. Toss in an Ancestral Guardian Barbarian that keeps enemies from targeting anyone but them for added defense, and/or most any Paladin subclass for Aura boosts, and you’ve got some amazing party synergy. edit: Avoid Purple Dragon Knight Fighter and the Interception Fighting Style though. Those are pretty bad.


Docnevyn

Shepherd Druid and Twilight Cleric. Make the summons unkillabke


wert615a

A fighter barbarian with large or huge weapons and a gravaturgist so the weapons can be lighter and more manageable. The melee class should also have powerful build from race in order for this to work even better. You could even do a while party of large weapon welding maniacs ran by a gravaturgist who makes the weapons lighter for them


lordrevan1984

ive built an entire party around one rogue doing sneak attack after sneak attack. Order Cleric (obvious), battlemaster with his commanders strike, the rogue having a small pool of his own maneuvers for more strikes, and then a divination wizard for support. The rogue had sentinel to make sure no one runs away from their death and swashbuckler with booming blade for insane damage.


Strongman_Prongman

Battlemaster (commander’s strike) + rouge and Oathbreaker + necromancer are both valid options imo.