mellored
Legend
Math?Not with optimized allies. Still much higher than a basic cantrip.
Math?Not with optimized allies. Still much higher than a basic cantrip.
Math?
Battlemaster dice don't recharge between turns. If you burn them on the warlord granted attack, you don't get them on your next attack. No net difference. Same with smite, or stuns.On I phone. I'll set up scenario.
Greatswrod fighter. Using the -5 +10 ability bs not using it.
70 percent base chance to hit
+ 15% to hit from precision attack
8.33+5 base damage
11.33 damage per attack. 3 attacks
Vs 45% chance to hit
+15% hit from precision attack
8.33. + 15 damage
13.998 damage per attack. 3 attacks
hopefully you can take it from here.
Battlemaster dice don't recharge between turns. If you burn them on the warlord granted attack, you don't get them on your next attack. No net difference. Same with smite, or stuns.
But... giving 3 attacks to a fighter, who deals 1/2 damage =
(8.33+15) * .45 * 3 / 2 = 15.74775
Firebolt (with mod) = (3d10 + 5) * .7 = 15.05
So... 4.6% more damage.
Oh, and 1/2 damage rounds down, so -1.5, which would leave 14.24775 damage.
So 5.3% lower damage. Even optimized.
Things don't need to be exact in 5e.
Ok...I'm counting a fixed amount of superiority dice. Using them all smartly for precision attack increases chance to hit about 15% over the course of an 8 turn short till next short rest setup.
Ok...
But that still doesn't apply to the granted attacks.
A couple off the top of my head:
* Trigger a reaction in a way that an ally could not use otherwise
* Grant out-of-turn movement (but neither action nor attack) at the rolling of Initiative
* Modify Initiative rolls at the start of combat (for example, choose to subsitute the Warlord's History check then?)
A couple off the top of my head:
* Trigger a reaction in a way that an ally could not use otherwise
* Modify Initiative rolls at the start of combat (for example, choose to subsitute the Warlord's History check then?)
* Grant out-of-turn movement (but neither action nor attack) at the rolling of Initiative

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.