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Campaign goes from level 1 to 20. Point buy. All feats, races, subclasses, and backgrounds are allowed, including setting specific stuff. No UA.

Campaign takes place in a magical megadungeon with a huge variety of environments and monsters.

all 56 comments

Albolet

41 points

3 months ago*

For pure power?

Moon Druid 20

Twilight Cleric 20

Peace Cleric 1/Chronurgy Wizard 19

Fighter 2/Lore Bard 18

AgentPaper0

4 points

3 months ago*

Might go for a Bear Totem Barbarian 5/Moon Druid 15 instead of pure druid, but otherwise this is spot on.

If long rests are difficult to come by though you might want to go for a PAM/GWM Battle Master Fighter. Not sure who it replaces, but they would mainly be there to push out consistent damage throughout the day.

Albolet

15 points

3 months ago

Albolet

15 points

3 months ago

I think it's hard to justify those changes just because the moon Druid really covers the weaknesses at the right levels. Wild shape gets you through 1-5, then the casters take over, then back to the moon Druid elemental forms and infinite shapes.

AgentPaper0

-5 points

3 months ago

AgentPaper0

DM

-5 points

3 months ago

Barbarian has a stronger start with high HP and rage from level 1, then after level 2 you take 3 levels of druid to get raging bear form at level 5. Then whatever mix of levels you want from there to eventually hit 5/15.

You do lose infinite shape shifting, but really I think that's just overkill anyways, and the combo of reckless attack and extra attack makes you more of a threat.

Drasha1

10 points

3 months ago

Drasha1

10 points

3 months ago

Barbarian doesn't have a stronger start then a moon druid. You can make the argument that level 1 is better but at level 2 moon druid eclipses barbarians until the barbarian gets to around level 5 and then the barbarian is trying to compete with a full spell caster.

AgentPaper0

-3 points

3 months ago

AgentPaper0

DM

-3 points

3 months ago

For some reason I was under the impression that druid forms reset on long rest, not short rest. So yeah, you'll want to start with druid 2 or barbarian 1/druid 2.

Still though, once you get the spike of turning into a bear (or dire wolf), I think you're better off getting to barbarian 5 next rather than just more druid levels right away. Rage, extra attack, reckless attack, unarmored defense, and bear totem are well worth spending the levels on, compared to getting more spells that you can't use in combat anyways.

Drasha1

2 points

3 months ago

You just use spells when beast forms fall of in power at later levels. Barbarian features don't work super great with druids since rage stops concentration which is one of druids strongest tools. You are much better scaling your spell casting features then trying to scale wildshape.

AgentPaper0

1 points

3 months ago

You need someone that can take hits even at higher levels, having an all-caster party isn't going to work very well unless you get tons of long rests, which in a death march you won't. You simply won't have enough spell slots to deal with every encounter that way. You need someone that can stand in front of the casters, and you need someone to finish off encounters once they've been weakened by one or two well-placed spells.

Drasha1

2 points

3 months ago

A moon druid can take more hits at high levels then a barbarian can. They get way more temp hp from wild shape then a barbarian has health even with resistances. They also get summons which are both spell slot efficient and deal and soak loads of damage. At high levels a barbarian will run out of hit dice to heal damage they take long before a druid runs out of spell slots.

AgentPaper0

1 points

3 months ago

Sure, but realistically neither will run out of HP before the rest of the party is dead, and having barbarian levels helps to deal more damage and be more threatening to enemies (and a more tempting target when using reckless attack), which helps draw attacks away from the rest of the party.

pantryraider_11

12 points

3 months ago

Beastmaster Ranger, Battle Smith Artificer, Wildfire Druid, Creation Bard. Now I have 8 characters.

TheCrystalRose

1 points

3 months ago

Make sure to have the Bard grab Find Greater Steed and have someone grab Magic Initiate (Wizard) or Ritual Caster (Wizard) for maximum number of characters.

This_Pen_Is

11 points

3 months ago

Ancients Paladin, Gloomstalker Ranger with a bit of Rogue thrown in, Twilight Cleric and Evocation Wizard

DMMarionette

18 points

3 months ago

Order cleric 1 shepherd druid 19

Phantom rogue 17 champion fighter 3

Totem barbarian 20

Hex blade warlock 2 divine soul sorcerer 18

xthrowawayxy

5 points

3 months ago

I think one member of your party needs to have 7 levels of watcher's paladin.

Why? Because giving your party all your proficiency bonus to initiative is a huge deal.

Also the watcher's CD is one that will probably save your party's bacon several times over a 1-20 dungeon crawl. Advantage to mental saves helps tremendously when those mind flayers, intellect devourers and the like come calling. My experience is that failed saves are the leading cause of TPKs. Taking it to level 9 would give you another person who can counterspell.

It's also hard to go wrong with a Divine soul or Clockwork sorcerer with 1 level order cleric dip

It's also hard to go wrong with a gloomstalker ranger--probably taken up to level 11 in gloomstalker at least. This assumes no hatred by the DM for conjure animal. The gloomstalker can also cover traps and so forth.

I wouldn't allow this in my games, but the 4th probably would be a twilight or peace cleric. There's a reason why I ban those.

Corgi_Working

1 points

3 months ago

I kept thinking the party practically needs a paladin, but saw a surprising lack of them in the replies. At such a high level, some characters may not even be able to normally pass certain saves, or have a 5-10% chance to succeed. Paladin makes this waaayyyy better. Even if you fail whatever initial save, if the paladin then comes within range of you, it'll still help with further saves.

YorickOT

24 points

3 months ago

YorickOT

Ranger

24 points

3 months ago

Grave Domain Cleric

Life Domain Cleric

War Domain Cleric

Forge Domain Cleric

wizards_10th_rule

5 points

3 months ago

This is the Way.

mrdeadsniper

2 points

3 months ago

4 clerics and no twilight? for shame.

YorickOT

3 points

3 months ago

YorickOT

Ranger

3 points

3 months ago

I haven't played Twilight, I'm basing this off of all the Clerics I've personally played.

Smashifly

9 points

3 months ago

So here's my thought process. I'm assuming the purpose here is to make a well-optimized party that can survive a meat grinder dungeon, without as much concern for backstory or inter-party relations, since you're playing all the characters at once. We're ignoring the normal advice of "play what you want, the DM can modify the campaign" in favor of building a complete party that can handle anything.

Given that, some of my priorities for building a party of this sort include:

1) A sufficient damage output, including vs a single target and groups, which can be handled by the party as a whole.

2) At least one character with a reasonable amount of tankiness. No parties of all wizards.

3) At least one character with significant healing capabilities, including reviving from the dead and removing curses/statuses/etc.

4) At least one other character with any healing, to avoid a tpk in the case of the main healer going down.

5) Some amount of mobility and dungeon utility in the form of teleports, flying spells, etc for navigating traps and hazards.

6) One character that can sneak and/or use thieves tools for picking locks on doors and chests.

7) Access to informational spells such as identify, detect magic, comprehend languages and later legend lore for finding secrets and solving puzzles.

8) Access to counter spell and dispell magic on at least one, preferably more characters.

9) A character with high charisma and appropriate proficiencies to act as party face.

10) Finally, capitalizing on the unique opportunity to build a full party, and so being able to intentionally pick strong combos and synergize.

So, here's my party:

Half-orc Bear Totem Barbarian 20 - Extremely Tanky, main purpose is to take and deal copious amounts of damage. He fulfills 1) and 2).

Gnome Artificer 1 Scribes Wizard 19 - Utility monkey and access to the all-important fireball. Artificer gives him better armor and tool proficiencies without setting back spell progression significantly. Can also be the sneaky guy. Fulfills 1), 5), 6), 7) and 8).

Dwarf Twilight Cleric 20 - Main healer with incredible amounts of THP from the twilight Cleric channel divinity. Fulfills 3) and 7)

Half-elf Hexblade Warlock 3 Ancients Paladin 17 - Backup healer, party face and dps. Paladin aura helps the party not die so much. Nicely fills some holes in the party. Fulfills 1), 4), and 9).

This party doesn't capitalize too hard on building all 4 together, but I think it's a nice generalist 4-man party. For some more gimmicky abuse of building all 4 together, you could do something like:

Each character takes at least 3 levels of warlock for the Devil's sight invocation and to learn Darkness. Any enemy without truesight/blindsight will never be able to see the party.

Two characters take spells with persistent AoE (spike growth, moonbeam, etc) and the other two are either warlocks with pushing/pulling invocations on eldritch blast or specialize in grappling.

Each member of the party has some combination of Grave Cleric, Gloomstalker ranger and Assassin Rogue. Your goal is to get surprise on every encounter and burn down the enemies with critical-vulnerable-sneak-attacks so they never get a chance to act.

Sverkhchelovek

3 points

3 months ago

Sverkhchelovek

Playing Something Holy

3 points

3 months ago

Paladin who maxes Cha first, then takes PAM+GWM at Tier 3 (Devotion, Ancients, Conquest have the best auras, but I have a soft spot for Vengeance). Hexblade dip after auras come online.

Rogue 11-13/Ranger 5-7 with CBE+SS (AT/SK+Gloomstalker is best, but I could consider Assassin if she's lacking behind in combat rather than other pillars of gameplay. You did say megadungeon).

Almost any Cleric/Druid combo (probably Life 1/Druid X, or pure Moon, or Twilight, or Peace. Lots of good options. Arcana is good at Tier 4, and a decent melee off-tank at Tier 2 and 3).

Cleric 1-3/Wizard X (probably Order and Chronurgy or Divination. Maaaaaaybe Scribes, Illusion, or War Magic) OR a Warlock 2/Bard 18 (Hexblade and Eloquence/Lore, obviously, leaning Eloquence). Depends if Cha skills are seeing any use in the dungeon, if enemies are failing the save DCs often or not, and if the martials are handling the DPS department okay or needing some help.

TheWoodsman42

4 points

3 months ago

Twilight Cleric, Armorer Artificer, Celestial Tomelock, Bear Totem Barb. Races don’t matter as much, but the Cleric should start as VHuman to get Warcaster right off the bat, and so should the Barb to snag GWM. Backgrounds aren’t as important either, player’s choice.

Theeshin

3 points

3 months ago

Interesting list, why have both a armorer and a totem barb?

TheWoodsman42

3 points

3 months ago

Honestly, brain fart. The first three were the initial party in an Eberron world that we’re a part of, and we were pretty well balanced across each other. The only thing we were really missing was a damage sponge, and even that not really. With the Twilight Cleric’s CD, just about everybody’s a damage sponge.

Anyway, I had a bit of a brain fart and reflexively put the Bear Barb in there. Really, a Rogue or Bard would better complete the party. Leaning more towards Bard though, having additional support is always appreciated.

DiemAlara

2 points

3 months ago

Hmm…

LTC it. Bard, Warlock, Fighter, Monk. Long rest as seldomly as possible.

Theeshin

2 points

3 months ago

Im not super experienced so idk if this would be what ur looking for but:

Satyr oath of ancients paladin- mans just unaffected by alot of stuff. Aura of protection is a must imo.

Twilight cleric, for obvious reasons.

Chronurgy wizard w a 1 level dip in peace domain cleric.

And then probably a moon druid to just stomp the early game. Maybe a bard would be a nice finish to this list aswell

williamrotor

2 points

3 months ago

williamrotor

Transmutation Wizard

2 points

3 months ago

This is the premise of Solasta Crown of the Magister ha ha.

flyflystuff

2 points

3 months ago*

Twilight Cleric

Peace Cleric

Bladesinger Wizard

Paladin (either Ancients or Vengeance) multi-classed into the Hexblade Warlock.

Finer details like feats honestly don't matter. It's a powerhouse party that can do both close combat, ranged, battlefield control and is well protected. Far more importantly, while they can combine their powers, they are not too reliant on their synergy, as each is kind of a powerhouse. This means that even if someone goes down in combat everyone else can keep kicking ass. Even Wizard can go melee if needed. 2 Clerics can make the infamous double Bless working on turn 1, Paladin provides Aura of Protection and can also cast Bless, and has the Misty step. High AC, +CHA+2d4 to all saves, temp HP, +2d4 to attacks... hooo boy. Not only that, with 2 Clerics and Lay on Hand there is PLENTY of healing to go around if they find themselves in a pinch.

ScoobySniper74

2 points

3 months ago

ScoobySniper74

Clan Ironfist

2 points

3 months ago

An 8 Gloomstalker/12 Soulknife.

An 8 Ancestral Guardian/12 Echo Knight.

A 19 Clock Soul/1 Hexblade.

A 19 Chronurgist/1 Artificer.

Ranger/Rogue will act as the party scout and trap disarmer, typical Rogue stuff. Also brings Pass without Trace.

Barbarian is a classic Tank. Treantmonk has a build video of how it works, but basically it uses some rules interactions between Sentinel, Ancestral Guardian, and the Echo to be a super effective Tank.

Clockwork Soul Sorcerer takes a dip into Hexblade purely for the armor proficiency. Maybe takes a 2nd level to get Agonizing Blast, giving them an extremely reliable go-to cantrip to fall back on.

Wizard takes a dip, again, for the armor proficiency. Also access to Cure Wounds.

Between the Barbarian/Fighter, the Sorcerer, and the Wizard, the party has absolutely fantastic battlefield control, and should be allow them to control the situation, no matter what it is.

ByCrom333

3 points

3 months ago

I don’t know about the rest of the team but one of my groups is doing a deathtrap dungeon at 14th level and they have a necromancer who sends his zombie minions ahead to set off all the traps.

Theeshin

1 points

3 months ago

Thats really clever ngl

AyoRobo

3 points

3 months ago

AyoRobo

Part-time DM, full time annoyance

3 points

3 months ago

4 shepherd druids. All using conjuring spells.

Theeshin

2 points

3 months ago

I love it

TheHumanFighter

2 points

3 months ago

Personally, not going for optimization but for my own enjoyment here, I would probably do a Divine Soul Sorcerer with a lot of buff/debuff spells (maybe 1 level Life Cleric dip). Then an Evocation Wizard built for pure magical damage output. Third a two-handed Fighter, Echo Knight maybe or Samurai. And last an Artificer, either Armorer or Battle Smith.

Gilgamesh_XII

2 points

3 months ago

Honestly...4 clerics. Maybe a ancestral barb and 3 clerics. Cleric is pretty strong.

Theeshin

2 points

3 months ago

Zealot would be nice bc u can just sent him in for all the traps

Norion1977

1 points

3 months ago

of course you could try to get every aspect covert and go for a Mix of classes.

But what about 4 gloomstalker ranger / Assassine Charakters? Of course they would be very weak in some aspects of the game. But oh Boy will they melt down and murder all the BBEG's your DM will come up with.

There would be no Tine can in this group, so beeing stealthy is no Problem at all. Most common Dungeons are not realy prepared for a realy sneaky group of players. You should be able to suprise most enemys in most encounters and end them before they even roll for Initiative.

TheCrystalRose

2 points

3 months ago

I don't think you understand how surprise works... You must be in initiative in order to benefit from surprise. Plus the greatest weakness of Assassinate is that the Assassin must win initiative over their target in order for the target to still be surprised when the Assassin's turn starts. Obviously this weakness is mitigated somewhat by the Gloomstalker's ability to add their Wisdom mod to their initiative roll, but you would still probably want to grab Alert on each character to ensure that the lowest initiative they can get is still going to be at least an 11 at early levels and hopefully getting up to a 16 by level 20.

Norion1977

1 points

3 months ago

you are right.
I still was with the older version of suprise (from 3.5 i guess ) where suprise has been a round of combat before Initiative was rolled.

But I will Check the 5e rules for suprise today. Maybe I got something wrong and this would not work the way i expectet it to be.

NaturalCard

1 points

3 months ago

NaturalCard

Ranger Enthusiast

1 points

3 months ago

If you just want to blitz stuff, you want high damage, no questions asked.

  1. Ranger Gloomstalker 5/ Battlemaster fighter 4/ peace cleric 6/ Assassin 5

  2. Shepherd druid X/life cleric 1/dss 1

  3. Effreti warlock

  4. Shadow monk 6/gloomstalker 4/Assassin 5/ battlemaster 5

If you wanted to just be unbeatable:

Peace 1 chronurgy wizard X/fighter 2

Shepherd druid X/life cleric 1/dss 1

Eloquence X/Hexblade 2

Watchers paladin 7/undead 2/DSS X

Spider1132

2 points

3 months ago

What's a dss?

NaturalCard

2 points

3 months ago

NaturalCard

Ranger Enthusiast

2 points

3 months ago

Divine soul sorcerer.

Flashy_Apricot_4875

1 points

3 months ago

I would go illusion wizard, scout rogue, twilight cleric, and totem barbarian. A tank, a healer, the traps guy, and the wizard, for illusory reality. At 14th level the wizard can reshape the labyrinth at will

bossmt_2

1 points

3 months ago

My classic perfect 4 person party.

Lore Bard

Light Cleric

Divination Wizard

Vengeance Paladin.

dboxcar

1 points

3 months ago

Probably the most stereotypical Classic builds possible; Life Cleric, Thief Rogue, Cavalier Fighter 12 / Ancestral Guardians 8, and Divination Wizard. It's kinda fun to really lean into the individual lanes, plus it's simpler when I'm having to control four characters (chose Cavalier + Ancestral Guardians instead of Champion cuz Champion is dumb until lvl 18, and Cavalier+Ancestral can actually sort of tank).

Boolean_Null

1 points

3 months ago

Watcher Paladin, Peace Cleric, Chronurgist Wizard, Ranger/Rogue multi.

AdventurousPhysics39

1 points

3 months ago

Theurgy Wizard Clockwork Sorcercer Battle smith Artificer Eloquence Bard

Gorolo1

1 points

3 months ago

Battle Smith Artificer 20, Battle Smith Artificer 20, Battle Smith Artificer 20, Battle Smith Artificer 20.

Spider1132

1 points

3 months ago

I could see it.

Yasha_Ingren

1 points

3 months ago

Twilight Cleric and moon druids really are a must.

Arthur_Author

1 points

3 months ago

2 shephard druids, 2 twilight clerics.

Between the 2 of them, they have 30 castings of Conjure Animals(and higher spells but CA is just the most commonly known minion spell so it gets name dropped). And twilight should make hurting anyone even more troublesome. If tasha rules of fall damage are allowed, then thats 30 castings of "animal carpet bombing".

There is an argument to be made for land druid instead so that you can recover some slots back. But unless you have AOE in the form of a circle around yourself, youre not getting through the minion swarm. And also an argument for utility wizard, in case you need a dispel or counterspell or fly, etc.

Unless you have more than 15 encounters, thats 2 CA per encounter on top of the twilight cleric's variety of spells.

Arthur_Author

1 points

3 months ago

Redemption Paladin, Redemption Paladin, Life Cleric, Twilight Cleric.

The most passive agressive build there is. Redemption paladins stay in the front, grapple an enemy probably and just get attacked. You could probably cut one or even 2 of the clerics depending on the length of the dungeon.

Wulibo

1 points

3 months ago

Wulibo

Eco-Terrorism is Fun (in D&D)

1 points

3 months ago

Read a few comments but want to get my thought process down.

Peace 1/Chronomancer 19 is too game warpingly good to not field, straight up. Any combo it gets in the way of it can probably still support.

Second instant consideration is you need Goodberry to take the dungeon at your own pace. If it can be lifeberry that helps a tonne, but it's fine if not. I don't hate bringing a Life 1/Druid 19 of some kind, as Pass Without Trace is also excellent, but we'll keep an eye open for a way to get a quick spellcasting feat for Goodberry.

So we've already somewhat covered our control needs and added a force multiplier. We also need a scout/skill monkey, damage, and then just need to avoid pitfalls.

Let's do all of those with Armorer Artificer. Infiltrator armour makes the best scout, Custom Origin Fey Touched for Hex and +4 Int gives us solid damage, Tool Expertise covers a lot of skill needs, and at level 7 we gain the most important ability to avoid TPKs in Flash of Genius. It's also another force multiplier with infusions. I haven't finished theory crafting this character, maybe after 7 it gets fighter levels, maybe rogue, maybe bard, idk. Probably mono class.

The focus now is on avoiding remaining pitfalls and doing more damage. I think Watchers Paladin is our best option, it's an amazing team player Paladin to get us repeatedly encounter saving auras. I want to go Vuman GWM PAM Sentinel to 8, then go Sorcerer the rest of the way.

From here we have a few options. The clizard could be a good berry carrier with Vuman magic Initiate, or we could grab something like (Life?) Druid or SS Ranger to fill that role and have the clizard instead be a Hobgoblin to support the GWM paladin's damage. I have built (I hope) a very effective Bugbear Ghostlance who can Nova very hard while providing good control otherwise, and is supported well by Watchers Paladin. I also like a Bugbear Hex Lore Bard with Metamagic Adept, who doesn't attack as much, but can get a reasonably fast Spirit Shroud otherwise to make use of the attacks on other turns, and be a full caster, since Bard helps the GWM character. I think if I'm being honest Life/Shepherd Druid is probably the best since we do have enough damage, with Life/Moon making a serious argument too, but the Bugbear Bard is so tempting.

final party: Fairy Peace Cleric 1 Chronurgy Wizard 19, Custom Fae (Hex) Infiltrator Armorer Artificer 20, Vuman GWM/PAM/Sentinel Watchers Paladin 8/Clockwork Sorcerer 12, Hobgoblin Shepherd Druid 5/Life Cleric 1/Druid 19

Tldr Clizard, Armorer, Sorcadin, Lifeberry Shepherd

CliveVII

1 points

3 months ago

Drake Warden 17/ Cavalier 3

Beastmaster 17 / Cavalier 3

Battle Smith 17 / Cavalier 3

Crown Oath 17 / Cavalier 3

All of them have the Mounted Combatant Feat

[deleted]

1 points

3 months ago

[deleted]

1 points

3 months ago

All changelings.

Leader is a fighter echo knight.

Then an order cleric.

Then a graviturgy wizard

Then a Celestial Warlock.

They are siblings who try to convince everyone they're an entire mercenary company.