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  1. #1

    Post Principles for Creating Solo-Viable Builds

    Quick Solo Char-Gen Method -Rewritten

    A character designed for effective solo play must adhere to mechanical constraints far stricter than those imposed upon characters operating within a full party composition.

    So, all you do in designing Solo-Viable Builds is to fill the mechanical gaps of missing party roles by choosing mechanics that satisfy three conditions:

    1. Self-Sufficiency: to rely solely on yourself.
    2. Action Economy Saturation: to use all your Actions, Bonus Actions, and Reactions at each round.
    3. And Zone of Control Dominance: to cover a wide range of spatial threats.

    First, select a Race and Class that provides "Economic Insurance" against death in any way. Avoid specialization; prioritize features that recharge on a Short Rest to survive an 8-encounter day.

    Next, check your Action Economy. You must be able to utilize an Action (A), Bonus Action (BA), and Reaction (R) every round. Select Spells, Feats, or Gear that specifically fill unused Bonus Actions (Off-Hand attacks, Telekinetic Shove feat) and leverage Reactions (Defensive Features, Opportunity Attacks).

    Finally, establish your Zone of Control. Equip Reach Weapons (Polearm, Halberd) or Area-Denial items (Caltrops, Oil Bombs) to physically dictate where enemies can move. Consult the "Role Substitution Table" below to ensure you have a mechanical answer for Tanking, Healing, and Versatility.


    Step 1: Race and Class

    1. Select a Race that provides "Economic Insurance" against Death, or as a Baseline to Econ Insurance. Such as, Half-Orc's "Relentless Endurance" (self-revive) and Dwarf's "Dwarven Resillience" (poison resistance).
    2. Select a Class that provides any kind of "Self-Sustainment" such as Fighter's "Second Wind" (Bonus Action Heal). Or Abjuration Wizard's "Arcane Ward" (temp HP).
    3. Avoid 1 trick Specializations: Such as "Main Action spammer."
    4. Prioritize features that recharge on Short Rest to survive 8-encounter day if you can.

    Step 2: Determine Ability Scores

    Solo play is unforgiving. It's your resources versus threats, requiring you to optimize your attributes for both accuracy and survival.

    • Primary Stat: Your main offensive ability (STR / DEX, or Spellcasting ability) must be at least 16 or 17 [combined with racial bonus] to minimize missed attacks and maximize "Action Efficiency".
    • Constitution (CON): This is mandatory at 14+ for all soloists to provide a robust hit point pool and/or protect concentration on vital spells.

    Using Standard Array:

    • Standard Array: A balanced solo distribution would be (15, 14, 13, 12, 10, 8), placing your highest scores in your primary stat and Constitution.
    • Viability Variation: For less solo-viable builds a variable can be (15, 14, "14", 12, 10, 8) to secure the campaign [13 changed to 14].
    • No-Dump-Stat Variation: If you don't like dump stat concept, another variable can be (15, 14, "12", 12, 10, "10") where 13 changed to 12 and 8 changed to 10.

    Step 3: Self-Sufficiency

    1. Armor Advantage: Choosing a race with armor proficiency (like Hobgoblin or Githyanki) allows casters to wear armor and save daily spell slots normally used for Mage Armor. Note that, in 5E 2014, if a Wizard has proficiency in an armor type, they can cast spells without penalty.
    2. Consult the Role Substitution Table below to ensure you have a mechanical answer for each missing combat role.

    ROLE SUBSTITUTION TABLE
    MISSING ROLE MECHANIC EXAMPLES
    Tank Manage enemy attention with Summons, Bombs, Crowd Control effects and Spells. Wear a shield. Summon Familiar, Smoke Bomb,
    CC Spell: Hypnotic Pattern (mass charm)
    Healer Use Consumables, Medicine Skill, Spells. Health Potions. Spells that heal, give temp Hit Points, Shields and Armor Class increase: Cure Wounds, Aid, Shield. Also, Regenerate.
    Support Carry diverse toolkits, or weapons and gear. Perception Skill.
    Multi-class.
    Ranged Weapons. Alchemist's Toolkit. Dip in/or Start as 1-2 Rogue levels for skills.

    NOTE: You can find the Expanded Substitution Table for Each Class in below post right under Base Races Table for Solo Mode.

    Step 4: Check Your Action Economy

    You must be able to utilize an Action (A), a Bonus Action (BA), and a Reaction (R) starting from the first level, at every round if necessary.
    This is called "The A+BA+R Engine."

    1. Look for "free" [non-depleting] resources that doesn't eat your Main Action or Spell Slots to have a reliable "spamming" option.
    2. Select Features, Spells, Feats, or Gear that specifically fill unused Bonus Actions (Off-hand Attacks, Telekinetic Shove Feat), and Reactions (Defensive features or at least leveraged Opportunity Attacks).

    ACTION Primary Execution. Used for high-impact "turn deletion" tactics via Extra Attacks or crowd control. Pick appropriate features for your class.
    BONUS ACTION The Multiplier / Economic Insurance. Don't leave this type empty. This is The "Multiplier" slot; use spells like Spiritual Weapon or feats like Telekinetic to add damage or repositioning without using your main action.
    REACTION Life Insurance. Reserve this for Opportunity Attacks, or spells like Shield, Counterspell, Hellish Rebuke to negate damage and punish enemy carelessness.

    Step 5: Zone of Control Foundations

    Finally, setting the foundations for your character's Zone Control methods in character creation is a necessity.

    1. Everyone: Always carry Ranged Weapon Options regardless of your build choice.
    2. Martials: Pick 2 Handed Reach Weapons (Halberd, Polearm) that will extend your control. Don't forget a shield. Later on, you might want to take Feats that give you more advantages such as Feats with Secondary Attacks (Polearm Master, Great Weapon Fighter). Use 1H and Shield to Reduce Enemy Action Efficiency [Defense], and 2H Reach Weapons for Offense/Control.
    3. Or take Area Denial Items, such as Caltrops or Smoke Bomb. You can also utilize Oil Bomb -> Alchemist's Fire combo.
    4. Casters: Spells like Grease, Web are great for control. Get one [preferably Area of Effect] at level 1 along with a free damaging spell.

    Almost done.

    Step 6: Tactical Persona of Your Character

    • Backgrounds as Agendas: Use the Backgrounds not just for flavor, but as "Tactical Agendas" that dictate how your character reacts to the dice.
      • A Sage frames combat as a "mathematical puzzle" to be decoded,
      • Whereas a Sailor carries over his Swashbuckling tactics to his new class.

    • Optimize for "Identity Performance": Check your Character Background's Main Feature to use Build Mechanics as Narrative Elements.
      • ​A Noble background might have a “Bond” to protect common folk, and save victims even if staying hidden is the safer tactical choice.

    • Mechanics as Narrative: Treat every stats and mechanics as the result of a specific story event.
      • A Monk survives in a cave alone to gain his inner Ki at level 2.

    Solo-Viable Builds Created by These Principles

    Last edited by Tempered7; April 14th, 2026 at 19:23.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  2. #2

    Significance of Races in Solo Mode

    BASE RACES TABLE FOR SOLO MODE

    If movement speed is not given, it's 30 feet.

    BASE RACE SIGNIFICANCE IN SOLO MODE MECHANICS
    Human Versatile and adaptable, they can be forged to fulfill any role. Though Variant Human is superior for the 1st level feat they gain. +1 ALL Stats
    Dwarf Sturdy and resilient, they make excellent frontline combatants, be it divine or martial. +2 CON
    25 ft Mov.
    Elf Graceful and intelligent, elves are skilled in magic and archery. Also good for hybrid roles. +2 DEX
    Halfling Small and dexterious, halflings are known for their luck and stealth. They are the best rogues. +2 DEX
    25 ft Mov.
    Dragonborn Humanoid dragons with a strong sense of honor, clan brotherhood, and a breath weapon. They can be good Paladins, Artificers, Sorcerers or even Warlocks. +2 STR,
    +1 CHA
    Gnome Inventive and curious, gnomes are known for their magical abilities, especially in Illusion School. +2 INT
    25 ft Mov.
    Half-Elf A mix of human and elf traits, half-elves are versatile and charismatic. They are natural-born leaders whichever role they assume. +2 CHA,
    +1 Any.
    Half-Orc Strong and fierce, half-orcs combine human and orcish traits. Best suitable for beginners who want to play solo martial classes such as the Fighter class. +2 STR,
    +1 CON
    Tiefling Descendants of fiends, tieflings possess unique magical abilities and features. They make excellent tricksters, assassins and rogues, if you want to play a dirty fighting combatant. +2 CHA,
    +1 INT

    NOTE: Mordenkainen Presents Monsters of the Multiverse Races will be exclusive to the guide module.

    NEW! Expanded Role Substitution Table

    Class Role Substitution Strategy
    Fighter Damage Dealer/Tank Tank: Heavy Armor + Sentinel feat.
    Healer: Second Wind + Potion of Healing.
    Support: Tactical maneuvers (Trip/Disarm) + Smoke Bomb / Caltrops.
    Wizard Controller / DD Tank: Summons (Tiny Servant/Find Familiar) + Shield spell. Healer: Medicine skill + Alchemist’s kit.
    Support: Area control (Web/Grease) + Wands [of utility spells].
    Rogue Damage Dealer Tank: Cunning Action + Disengage bonus action (Kiting).
    Healer: Medicine Skill [healer's kit] + Potion of Healing.
    Support: Thieves' Tools + Expertise in Perception.
    Paladin Tank/Damage Dealer Tank: Aura of Protection + Heavy Armor.
    Healer: Lay on Hands + Cure Wounds.
    Support: Divine Sense + Mount (Find Steed).
    Cleric Tank/DD/Healer Tank: Heavy Armor/Shield + Spirit Guardians.
    Healer: Domain healing (Life/Peace) + Aid.
    Support: Guidance cantrip, Holy Water.
    Druid Tank/DD/Controller Tank: Wild Shape (Bear)
    Healer: Healing Spirit + Goodberry.
    Support: Herbalism kit + Entangle.
    Sorcerer Nuker Tank: Mirror Image + Draconic Resilience.
    Healer: Divine Soul subclass + Bloodwell Vial.
    Support: Metamagic (Quickened Spell) + Tasha’s Mind Whip.
    Warlock Damage Dealer Tank: Hexblade w/ Med. Armor + Summon Imp.
    Healer: Celestial subclass + Healing Light.
    Support: Repelling Blast (Push 10ft) + Pact of the Tome (Utility).
    Barbarian Tank/Damage Dealer Tank: Rage (Bear Totem resistance) + Unarmored Defense.
    Healer: Dwarven Fortitude feat / Hermit BG + Healing potions.
    Support: Athletics (Grapple/Shove) + Outlander background.
    Monk Damage Dealer Tank: Dodge Action + Deflect Missiles.
    Healer: Way of Mercy (Hand of Healing) + Quickened Healing. Support: Stunning Strike (Turn Deletion) + High mobility.
    Ranger Damage Dealer/Scout Tank: Beast Master Companion + Ensnaring Strike.
    Healer: Cure Wounds + Lesser Restoration.
    Support: Stealth proficiency + Caltrops/Traps.
    Artificer Tank/DD/Utility Tank: Armorer's Arcane Armor + Steel Defender.
    Healer: Experimental Elixirs + Restorative Reagents.
    Support: Infuse Item + Flash of Genius.
    Bard Damage Dealer / Controller Tank: College of Swords (Defensive Flourish) + Summons.
    Healer: Song of Rest + Cure Wounds.
    Support: Bardic Inspiration + Magical Secrets (Support Spells).
    Last edited by Tempered7; April 14th, 2026 at 19:21.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  3. #3

    Progression Tips Based on Class Table

    Reserved for Progression Tips.

    D&D 5E Class & Subclass Table and Core Strategies comes before the Progression Table. [WIP / Fighter & Wizard done.]

    Progression Tips for Solo Characters

    ---
    Last edited by Tempered7; February 9th, 2026 at 11:13.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  4. #4
    Based on these Principles, I am rating subclasses alone for solo-compatibility, starting with Wizard subclasses. I wrote the explanations in the New Combat Combat for it won't fit 10k character limit. These are only the ones I checked or personally played. It doesn't mean other subclasses are not solo-viable or can not be made so.

    Solo-Compatibility Chart for Fighter Subclasses

    Wizard Subclasses are at bottom.

    SUBCLASS SELF-SUFFICIENCY ACTION ECON ZONE OF CONTROL SOLO VERDICT
    Rune Knight Very High: Hill Rune provides resistance to common physical damage types. Stone Rune provides darkvision and incapacitating reactions. Excellent: Heavily utilizes bonus actions for Giant's Might and various runes, plus reactions for Runic Shield and Cloud Rune redirects. High: Giant's Might increases size to Large (eventually Huge), expanding reach and enhancing grappling and battlefield presence. S+ Tier: Arguably the best fighter subclass for solo play due to the massive variety of defensive and offensive utility provided by runes.
    Battle Master High: Maneuvers like Parry and Evasive Footwork bolster defense, complementing Second Wind to maintain high survivability. High: Maneuvers provide numerous ways to utilize bonus actions and reactions, such as Riposte, Brace, or Commander's Strike. High: Maneuvers like Goading Attack, Pushing Attack, Menacing Attack, and Trip Attack allow for significant battlefield manipulation and enemy management. S- Tier: The most versatile fighter, Can adapt to solo play by choosing defensive and crowd-control maneuvers essential for solo survival.
    Psi Warrior High: Features like Guarded Mind provide psychic resistance and the ability to end conditions, while Protective Field reduces incoming damage. Excellent: Utilizes reactions for Protective Field and bonus actions for Psi-Powered Leap or regaining Psionic Energy dice. Medium: Telekinetic Movement and Telekinetic Thrust allow for moving objects and pushing/knocking creatures prone at range. Very Strong: A highly versatile fighter that uses mental force to supplement physical defense and mobility, making them resilient in solo combat.
    Eldritch Knight High: Access to Abjuration spells like Shield and Absorb Elements significantly boosts survivability, mimicking Wizard-level defense. Medium: War Magic allows for bonus action attacks after cantrips; spellcasting provides various reaction options but creates competition for bonus action budgeting. Medium: Evocation spells allow for area-of-effect damage, though limited spell slots restrict frequency of use. High: Magic utility provides solutions for problems martial prowess cannot, such as mobility or range, which is essential for solo survival.
    Cavalier Medium: Warding Maneuver provides defense for self.
    Unwavering Mark encourages enemies to focus on the fighter.
    High: Features a unique bonus action attack and multiple special reactions for opportunity attacks. Extreme: "Hold the Line" and "Vigilant Defender" make them masters of locking down enemy movement and spatial dominance. High: Best-in-class spatial dominance. Excellent for controlling space and mitigating incoming damage even in a solo setting.
    Champion High: Survivor feature provides constant passive healing. High AC potential with heavy armor and defensive styles. Low: Relies almost entirely on the main Action. Very few bonus actions or reactions beyond basic fighter features. Low: Lacks features to hinder movement or force targeting. Relies purely on basic opportunity attacks. Viable: Extremely sturdy and simple to manage.
    Survivor makes them very hard to kill in long attrition battles.
    Samurai High: Fighting Spirit provides temp hit points and advantage on attacks. Strength before Death allows a reaction to gain an extra turn. Medium: Uses bonus actions for Fighting Spirit. Focus is on burst damage rather than varied action types. Low: Focuses primarily on offense and personal durability rather than battlefield manipulation. Viable: One of the best 1v1 subclasses due to high burst potential and the ability to delay death.
    Purple Dragon Knight High: Rallying Cry provides extra healing via Second Wind, and Bulwark allows rerolling key mental saving throws. Medium: Enhances existing features like Second Wind and Action Surge, though the fighter's own action economy remains standard. Low: Focuses more on social leadership and inspiring allies than magical or physical area denial. If you don't have any "allies" via multi-class it's useless. Medium: While survivability is strong, core features are designed to benefit allies, losing significant value in a strictly solo setting.
    Arcane Archer Low: Focuses on ranged offense without intrinsic healing or major defensive features. Medium: Uses bonus actions for Curving Shot and limited uses of Arcane Shot. Medium: Controls the battlefield through magic arrows that can banish or blind targets from a distance. Medium: Strong at kiting but restricted uses of core features and vulnerability when closed in upon make solo combat difficult.

    Solo-Compatibility Chart for Wizard Subclasses


    SUBCLASS SELF-SUFFICIENCY ACTION ECON ZONE OF CONTROL SOLO VERDICT
    Abjuration Extreme: Arcane Ward acts as a secondary health pool that absorbs damage directly. High: Features like Projected Ward allow you to turn your reaction into a zero-cost defensive resource. High: They excel at "Action Deletion" by negating enemy spells and closing interplanar portals. Optimal / Defensive
    Beginner
    War Magic Extreme: Arcane Deflection provides a resourceless +2 bonus to AC or +4 to saving throws, with high survivability against focused attacks. Extreme: Tactical Wit grants a massive Initiative boost, essential for the First Strike High: Can seize tactical control using fast-acting spells to neutralize threats before they land. Optimal / Offense & Defense
    Necromancy High: Grim Harvest allows you to regain hit points by killing enemies with spells. EXCEPTIONAL: Through the Substitution Doctrine, you replace missing party members with a "Horde". High: Your summons can be directed to guard specific zones, creating impassable chokepoints. High
    Chronurgy High: Chronal Shift provides "Economic Insurance," letting you force rerolls on fatal enemy hits. Extreme: Weaponized Arcane Abeyance feature in the A+BA+R Engine to add an extra Action to cast a spell with a bead that's created by the feature. High: You dominate the battlefield's spatial movement by manipulating gravity to push or pull enemies into hazardous areas. High
    Bladesinging Medium: Bladesong provides a massive AC and concentration bonus, though you remain vulnerable to "Action Starvation" if caught without it. High: Weaponized Cantrips like Booming Blade combine melee attacks with scaling magic, replacing the need for multiple class features / multi-class. Medium: Can use Lockdown tactics to force enemies to either stay stationary or suffer guaranteed thunder damage. Viable
    Graviturgy Medium: Relies on standard wizard defensive layering rather than subclass-specific HP buffers. High: Focuses on high-impact movement manipulation to reposition threats. Extreme: Dominates the battlefield's spatial movement by manipulating gravity to push or pull enemies into hazardous areas. Viable
    Evocation Medium: Uses standard abjuration spells for survival, as your primary focus is deleting the source of damage. High: High-damage output effectively "deletes" enemy turns by removing them from the combat entirely. Extreme: Sculpt Spells allows you to drop massive area-of-effect spells in tight corridors while maintaining safe zones for yourself or your familiar. Viable
    Last edited by Tempered7; February 1st, 2026 at 05:04.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  5. #5
    Based on these Principles, I am rating subclasses alone for solo-compatibility. I wrote the explanations in the New Combat Combat for it won't fit 10k character limit. These are only the ones I checked or personally played. It doesn't mean other subclasses are not solo-viable or can not be made so.

    Solo-Compatibility Chart for Sorcerer Subclasses

    ---

    Solo-Compatibility Chart for Rogue Subclasses


    ---
    Last edited by Tempered7; February 9th, 2026 at 08:35.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  6. #6
    Based on these Principles, I am rating subclasses alone for solo-compatibility. I wrote the explanations in the New Combat Combat for it won't fit 10k character limit. These are only the ones I checked or personally played. It doesn't mean other subclasses are not solo-viable or can not be made so.

    Solo-Compatibility Chart for Paladin Subclasses


    ---

    Solo-Compatibility Chart for Ranger Subclasses

    ---
    Last edited by Tempered7; February 9th, 2026 at 08:35.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  7. #7
    Based on these Principles, I am rating subclasses alone for solo-compatibility. I wrote the explanations in the New Combat Combat for it won't fit 10k character limit. These are only the ones I checked or personally played. It doesn't mean other subclasses are not solo-viable or can not be made so.

    Solo-Compatibility Chart for Monk Subclasses

    ---

    Solo-Compatibility Chart for Druid Subclasses

    ---
    Last edited by Tempered7; February 9th, 2026 at 08:36.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

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