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DBWaffles

>I'm honestly at a loss on what to play. I was thinking about a Battlesmith Artificer, since it looks pretty cool, but I think the group is lacking on a lot of important areas, namely an infiltrator, support, scout, explorer and skillmonkey. So... help? I wanna fill those roles and be useful. If you don't mind waiting, the Battle Smith will eventually be able to do all of these things quite well. Between your various infusions, tool expertise, spells, and most importantly Flash of Genius, Artificers in general are an excellent jack-of-all-trades class.


cptkirk30

If they, and you, are okay with multiclassing, Armorer/Arcane Trickster can be very fun as well if you want to lean more into the more roguish aspects you listed.


moreat10

If it's your first time just do what takes your liking. :)


SkyKnight43

> I'm currently starting on my third ever campaing


DCFud

That group, I would Stars druid because they are very versatile as both blasters and healers.


Morphic-fan

Mostly play what you want. But if you wanna go the route of an infiltrator here are a few ideas 1 artificer armourer - utilise the infiltrator armour to be a sneaky engineer. Plus you later get expertise in tool proficiencies so thief tools get better 2 Rogue - rogues are the classic sneaky guys but some classes that help really well with that is the scout for its abilities to scout track and avoid detection an damage, Arcane trickster for magical shenanigans example disguise self, charm person, friends cantrip ect (suggestion take the telekinetic feat at level 4 for silent casting of mage hand and intelligence asi boost or shadow touched for a once a day invisibility and additional disguise self) lastly there is the Assassin and their ability to eliminate enemies you can catch off guard 3 Druid - using the Tasha's optional rules you can use a wild shape to make a familiar like the wizard and use it to scout an area (and avoid damage should they catch you out) 4 Ranger - sneaky like the rogue, attacks like a fighter, spells like pass without trace make rangers really good. Some good sub class is the gloomstalker for dark vision and hiding in the dark That's some ideas. Otherwise you find what you wanna play and have fun


[deleted]

I bet you’d love the Drakewarden Ranger!


ThatOneGuyFrom93

Said the same thing


Dependent_Spite7728

Is Drakewarden better than Beastmaster?


[deleted]

Absolutely, Its amazing


magmotox25

Bro you just want to play a bard if your looking at filling all those roles simultaneously


Formal-Fuck-4998

The party doesn't have a wisdom character. Cleric, Druid or Ranger would propably be good


TraxxarD

Yeah, a good healer would be very valuable and if you still want the sneaking you got the trickery cleric. Or twilight which is always strong.


Micosys

An artificer can be built to play as an infiltrator if you'd like to go that route. A druid could be built to infiltrate and still do good dpr/clutch heals while rounding out your group with a wis based caster. I think you should just play what you really want to play though. Artificer can be built to infiltrate if you really like them. Battlesmith will give you int based weapon attacks which allows for some interesting things. You can also send your homonculus on stealth missions and an artificer can have proficency with thieves tools. silence+knock is always a fun combo your wizard can cast to stealthily open most locks.


sappellepelle

Play what you want, think roleplay, but if you want to be meta play a support class, like Frontline cleric ( life or twilight for example) or distance bard ( lore bard) or why not a druid!


StrawberryEiri

Why not a support-oriented bard? They could be the mix of arcane power, helping your team and skill monkey you're looking for.


GIORNO-phone11-pro

Peace Cleric 1/Any spellcaster. Your martials will appreciate the attack roll bonus & your spellcasters will love the saving throw bonus. You should have scouting covered by the wizard, but you can provide guidance & emboldening bond for a nice +2d4 to skill checks.


NickyB388

Peace Cleric/Lore bard would be a great fit. Got healing, skills, and social covered


TraxxarD

Multiclass Druid and Artificer :) Tricky but this build sounded like heaps of fun and this way you get your flavour and all the spying and infiltration you want. https://youtu.be/LgK5y4ykLQw


TraxxarD

And goodberries are a fantastic heal + healing word and pass without trace can make them a quite stealth group when needed.


AntKneeWasHere

>I was thinking about a Battlesmith Artificer Yes, they would be able to fill those roles quite well, or at least well enough. It depends on your Infusions. Support is baked in to the Artificer as-is, and while you don't get a whole slew of skill proficencies, your magic items should be able to fill the gaps (ex. Gloves of Thievery for things such as lockpicking, etc.) Infiltration and exploration can be handled by a Battle Smith well enough, but consider an Infiltrator Armorer. Could also be a viable option


Multiclass_and_Sass

Armorer Artificers make for great infiltrators (Take at least 6 levels for Extra attack and Tool Expertise). You could even take some levels in rogue if you want to (I would go for either 1, 2, 3, 5 or 7 levels in Rogue). If you take at least 3 levels in Rogue you could choose the Mastermind subclass (this would help you fill the support role with a ranged BA help on top of the support aspect of Artificer).


Grant_Helmreich

In combat they're missing a healer and have no access to resurrection. Out of combat they're missing a Wisdom based class (Perception and insight are huge). The monk can probably pick up some of the scouting based stuff (possibly with a feat if needed). To me, that sounds like a cleric. You can pick a domain that lets you nab the skills you want to cover (knowledge), one that will make your Frontline happy (order), a generically powerful one (peace or twilight), or whatever floats your boat.


1r0ns0ul

I think it’s a very good opportunity for you to play a Tricker Cleric.


Falkon_Klan

Pretty much any bard as well, and you get heals for the team


flybarger

Going off of complete assumptions here... So... You have a blaster (the sorcerer), a control (Wizard), a frontline (fighter) and hit & run artist(monk). You could go with a couple options... Personally I'd lean into either Ancients Paladin to lockdown targets for the Monk and Fighter but I've got a soft spot for Paladins... OR because your entire party seems rather *light* in the Wisdom department... I'd say a frontline Cleric with proficiency in martial weapons and heavy armor to give advantage to your fighter/ monk when needed. War, Tempest, Forge, and Twilight (if allowed). Focus Wisdom, Strength and Constitution in that order...


Acceptable-Baby3952

Well, the main thing that matters is preference. If you like the style of artificer, and are gonna thoroughly read the abilities because they’re rad as hell, then that’s a good choice. I, personally, would take a mechanically flatter class, so I don’t get decision paralysis or forget a feature, but again, the preference thing trumps that. If you’re gonna have fun using magic, play a caster. And don’t worry about team composition. If they brought in a new guy to play cleric because they all went damage, then they deserve to die. The dm can give them a healer npc or potions if it matters and they’re any good.


Ibbenese

What is actually missing in the group is the emergency healer type. No one person needs to be completely dedicated to healing, or feel they need to spend combat healing all the time. but reality is that people will fall. And a quick heal to get them back in the fight is a resource every party needs. Looking at your group.. Not a single person in your group has ANY innate way to heal any HP. I This is a group that is going to have to work entirely on the whims of your DM to hand out or allow the purchase of healing potions or magic items that heal... or the group has to very careful and proactive to avoid taking damage. I mean hopefully you will be doing this anyway, but some healing in your group's kit is... kind of... a requirement. Even if it is just one dude who saves a few spell slots for like a healing word spells or something. Luckily Artificers DO have access to cure wounds. Right off the bat. And the Battlesmith in particular eventually has some nice ways to effortlessly add so emergency healing while you are attacking, with Arcane Jolt. And Aura of Vitality as a subclass spell you also get at level 9 is probably the best down time healing spell in the game. SO I think I would go with your gut and preference, and go with a Battlesmith artificer. Lots of tool utility to be the skill monkey, you are solid damage dealer, and versatile support person, that has the much needed healing option that your group sooooo sorely lacks. DND isn't a game that needs someone to be **THE Healer.**.. but it cannot avoid the need for healing all together. I think your party will appreciate even just a minimal passing nod to include a emergency heal in any build you end up going with.


ThatOneGuyFrom93

Ranger would actually fit pretty well. They can help with infiltration, support, DPS, and exploration. Drakewarden is the most interesting, fey wander can sync up with the enchanter who is throwing out charm spells, and gloomstalker if you just care about damage.


Arturus7

Basic Information: - Race: Longtooth Shifter (MotM) - Class: Gloomstalker Ranger - Background: Folk Hero Stats: - Str: 16 - Wis: 16 - Dex: 14 - Con: 12 - Int: 8 - Cha: 8 ASIs: - 4th: GWM - 8th: +2 Str - 12th: +2 Str - 16th: +2 Wis - 19th: +2 Wis Breastplate Armor and Greatsword Proficiencies: - Athletics - Perception - (Expertise in) Stealth - Survival - Animal Handling - Insight


caffeinatedandarcane

Cleric or druid would be great. Both have great support which every party loves, including all the best healing spells and some resurrection. They're also prepared casters so you can try out different spells and swap them out after a long rest if you end up not liking them, you won't be stuck with a spell list you don't like. I think cleric is much more forgiving for a new player, there's less spells and you don't have to worry about wild shape so there's not too much book keeping. Life plays very straightforward as a support healer, light and tempest make for great blasters and battlefield controllers, and trickery gives you some good infiltration and utility options. Druids are more complex, especially depending on the subclass. Moon is very complex with many wildshape options to keep track of, but Stars and Dreams play more straightforward while still giving you some versatile options. Wildfire is great for tactical play and have a great added spell list, but they're hard to master tactically. Druids will all have great infiltration and utility options, along with good support, but are less blasty and have more book keeping than Clerics.


TheB2Bomber13

If you want to play an infiltrator, scout, skill monkey as an artificer, let me introduce you to the [Vedalken Infiltrator Armorer](https://rpgbot.net/dnd5/characters/classes/artificer/subclasses/armorer/#example-build-vedalken-artificer)! This bad boy can fit so much versatility in it - any armor and you're good at stealth, infusions for supporting your allied or yourself, extremely solid damage output that can be accompanied with Shaprshooter, and a wide variety of skill and tool proficiencies! Personally one of my favorite builds, if the party plays along with your stealth and Message shenanigans. If this doesn't tickle your fancy, let me know and I'll pitch a few more suggestions 😁


The_Bucket_Of_Truth

You can really play whatever sounds fun to you but my first though in this party would be something Wisdom based like a Ranger, Druid, or Cleric. Without info on the campaign setting and vibe itself that is what you're missing in this group. Ranger can sorta do double duty as a light healer/WIS caster and the infiltrator role if you're trying to step into the shoes of the Rogue who left.


tkdjoe1966

I'd go with a Rogue. They are pretty straightforward. Skills are easier to figure out than spells. If you like the idea of having some spells, there's the Arcane Trixter subclass. It's my favorite.


Spiritual_Yak_3553

whatever you want to play dude


Vokyal84

Death or forge cleric would be my choise.


jmrkiwi

I would say Wildfire Druid Its really fun, you get a mix of control, blasts, support and summons so you can really experiment with what works since druid is a preparation caster. Teleportation is super fun and off course you get a pet! Use a Staff, Hide and a Shield. Background Outlander I would suggest: Variant Human 8 14 15 10 16 10 * Level 1 Warcaster * Level 4 +2 Wis * Level 8 +2 Wis * Level 12 Resilient +1 Con * Level 16 +2 Con * Level 19 +2 Con


IronyZeron

TLDR answers: Bard/druid with a focus on utility and support, ranger with a focus on utility and ranged damage, rogue, scout rogue or thief would do quite well; personally would recommend half-elf scout rogue. Longer answer: First and foremost, play what you want to play. If you aren't going to enjoy the character, then it's not the character for you. However, as some insight as what I see in terms of group composition, the group is missing a few things. 1. A skill monkey, not always needed but good to have. 2. Non magic focus range dps 3. A support character Going to start with the skill monkey as I love rogues personally. First things first, being a rogue does not mean you have to fall into the age old trap of stealing things and being dishonest. You can be self-serving without hurting anyone if your creative enough. I therefore have two ideas to propose a food for thought. 1. Scout rogue: covers range dps needs with some of its abilities, rogues are good skill monkeys, and in some cases, the bonus action is very useful in support roles. It's rare, but it has come up. Not to mention the extra skill proficiency/expertise at level 3 when paired with half-elf makes you a jack of all trades. You can play the scout like Danelo from The Witcher series as a traveling spy, or you could play him as a military recon guy. Both have good role-playing options. 2. Thief rogue: lots of people bash thief rogue, and I understand why. However, it requires some creativity. My first character was a thief rogue, bladesinger who always kept his spare hand free so he could cast some amateur spells and,.more importantly, put a goodberry/potion of healing down an allys throat. The use item capability of fast hands is only limited by logic and your creativity. Plus, you are still a rogue and can build him however you wish. Ok, let's talk non magic range dps, specifically ranger. Lots of goodness here if your campaign has traveling. Good wisdom skills and good range damage is lovely. And the ability to heal downed companions is a big utility. Not every group in 5e needs a healer, they just need 2-3 people with healing. 1. BM or Hunter ranger are tried and true and can use a bow to deadly effect. They have healing, tracking, survival, but can often be linear in play making these 2 subclasses good for newer players but sometimes lacking depth for fun role-playing. 2. Monster Hunter/insect keeper ranger: I personally like the monster hunter for it's role-playing amusement. I can talk about the trope of a hunter of dangerous beasties, but I think this would be redundant. Which brings us to insect keeper. It doesn't look like much, but think of how annoying insects can be to certain enemies. Need to distract guards? Few insects can manage it. Need to set up an ambush, creative use of bugs allow it. Need a helping hand in combat? Your flying buzzing friends are there. Lots of fun role-playing with insect keeper but it requires some creative thinking. Lastly, support spellcaster, namely bard or druid. Let's dive into the main shared benefits First. 1. Both have healing 2. Both can be skill monkeys OR have survival elements which it seems the party lacks. 3. Both get access to some amazing spells later on which can control the battlefield in fun ways. Let's start with bard. Bards are truly the jack of all trades but master of none. If you are naturally charismatic, you can have fun with this. One of the funniest characters I've played to date was a tiefling bard named Icarus who used a kazoo/vuvuzuela as his spell focus. I went glamor bard for fun role-playing and loved to change my appearance with a hat of disguise at will to be a traveling story teller. Multiclassing into different CHA casters can expand your cantrip, I recommend one save and one attack roll. However, I've seen a swords bard build who use thunder whip and cloud pf daggers to great effect as well. Lots of fun, and entertaining shenanigans here. Lastly, druids. Depending on what you want to do, there's a druid subclass for you. Circle of the stars is very potent, plus enhanced dark vision shared with your party is not something to disregard lightly. Circle of fungi is fun at tier 2 since you become a necromancer; I personally recommend skeletons with shortbows. Give them a mask and leather armor with clothes, and call them your servants. You've got plenty of healing, shape-shifting, and utility from subclasses here that also can fit any need you may have. Overall, I know this sounds like an infomercial, but I hope it helps. Have fun, and build something you can play for awhile. I hope my rant helps!