D&D (2024) Best and Worst Classes Lvl 1-10.

I'd really like to see how you come to that conclusion. Fighter is very front loaded, single atteibute dependent and has one extra feat at a level where it matters most.

So a fighter can easily have GWM, mage slayer, maybe HAM or PAM and great susatain due to second wind and legendary resistance light.
Sustain with second wind is worse that sustain with deflect attack, lay on hands (using slots to smite), rage, or even ranger with cure wounds (with free hunters mark).

The extra feat at 6 helps fighter closes the gap, But ranger gets spiked growth and pass without trace at 5. Shining smite for the paladin. Monk picked up stunning stike.

Now fighter 11, that's a big boost, and ranger falls to the worst. Still behind paladin and monk though.
 

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Sustain with second wind is worse that sustain with deflect attack, lay on hands (using slots to smite), rage, or even ranger with cure wounds (with free hunters mark).
If you have very few short rests that is.
The extra feat at 6 helps fighter closes the gap, But ranger gets spiked growth and pass without trace at 5. Shining smite for the paladin. Monk picked up stunning stike.
Spiked growth is only exceptionally good if you allow rules exploits. Otherwise it is just good.
Now fighter 11, that's a big boost, and ranger falls to the worst. Still behind paladin and monk though.
Paladin is great if you have many long rests. Also they are very bonus action dependent.

Monks waste their reaction on deflect blows. So a fighter is more sticky.

At level 1 to 4, the fighter easily competes with both of them.

Also you should not forget, that the fighter mlst probably has way higher Con than a paladin. And they can much more easily fight at range than both Paladin and monk, even if they are mainly melee guys. Because they don't have 2 stats to keep up. Just a single one, STR OR DEX.

IF paladin and monk start with good rolled stats, they might be a bit ahead.

Don't make the mistake to underestimate the fighter. They are very good at what the should be good at: fighting.
 

If you have very few short rests that is.

Spiked growth is only exceptionally good if you allow rules exploits. Otherwise it is just good.

Paladin is great if you have many long rests. Also they are very bonus action dependent.

Monks waste their reaction on deflect blows. So a fighter is more sticky.

At level 1 to 4, the fighter easily competes with both of them.

Also you should not forget, that the fighter mlst probably has way higher Con than a paladin. And they can much more easily fight at range than both Paladin and monk, even if they are mainly melee guys. Because they don't have 2 stats to keep up. Just a single one, STR OR DEX.

IF paladin and monk start with good rolled stats, they might be a bit ahead.

Don't make the mistake to underestimate the fighter. They are very good at what the should be good at: fighting.

Spoke Growth can be really good without exploits. But you have to build the party around it.
 


Depends what you call exploits, I'd say. Pushing the same creature 20 times on the same square in 6 seconds is exploiting in my opinion. YMMV.

Maybe more a party with ots of forced movement.

Aasimar or Dragonborn world Tree Barbarian, Warlock with repelling blast, , spellcasters with push spells etc.

Not a cheese grater but just binning NPCs back into the spike growth.

New Alert feat helps.
 

If you have very few short rests that is.
You only get 1 back on a short rest.
But yes, more short rests helps the fighter more than the paladin.

But it also helps the monk more than the fighter.

Spiked growth is only exceptionally good if you allow rules exploits. Otherwise it is just good.
If you cast it directly on someone, they take 8d4, no save, and have to dash to get out (assuming 30' movement).

And that's before pushing.

Compared to a fireball with 8d6 with a save 4d6 on a save from a fireball. The same damage without slowing (also without concentration).

Paladin is great if you have many long rests. Also they are very bonus action dependent.
Second wind is also a bonus action.

Monks waste their reaction on deflect blows. So a fighter is more sticky.
The monk alread took an attack or 2. Don't need to be sticky if they already attacked.
At level 1 to 4, the fighter easily competes with both of them.
Things are much closer than 2014.
Also you should not forget, that the fighter mlst probably has way higher Con than a paladin
paladin gets 5hp per level with LoH.
Fighter gets 4hp per level with second wind, assuming one short rest. So even with +1Con, that's even.

But Cure wounds scales even faster than either one.

And they can much more easily fight at range than both Paladin and monk, even if they are mainly melee guys. Because they don't have 2 stats to keep up. Just a single one, STR OR DEX.
Monks don't need Str.

And a paladin can also go Dex. Nick is really nice with paladin 11, though that is out of scope.
Don't make the mistake to underestimate the fighter. They are very good at what the should be good at: fighting.
Everyone else is good at it too.
 

You only get 1 back on a short rest.
But yes, more short rests helps the fighter more than the paladin.

But it also helps the monk more than the fighter.


If you cast it directly on someone, they take 8d4, no save, and have to dash to get out (assuming 30' movement).

And that's before pushing.

Compared to a fireball with 8d6 with a save 4d6 on a save from a fireball. The same damage without slowing (also without concentration).


Second wind is also a bonus action.


The monk alread took an attack or 2. Don't need to be sticky if they already attacked.

Things are much closer than 2014.

paladin gets 5hp per level with LoH.
Fighter gets 4hp per level with second wind, assuming one short rest. So even with +1Con, that's even.

But Cure wounds scales even faster than either one.


Monks don't need Str.

And a paladin can also go Dex. Nick is really nice with paladin 11, though that is out of scope.

Everyone else is good at it too.

Not to the same extent
Fighters beating most classes at combat except two barbarians.

Depends on the levels as well. Fighters always good level 1-10 but more versatile than Barbarians which are a one trick pony.
 
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You only get 1 back on a short rest.
But yes, more short rests helps the fighter more than the paladin.
I know that they only get back 1 at a shirt rest. But they also get back action surge and eventually suoeriority dice.
But it also helps the monk more than the fighter.
Depends on the subclass. A battlemaster refreshes everything on a short rest.
If you cast it directly on someone, they take 8d4, no save, and have to dash to get out (assuming 30' movement).
I read it deals 2d4 damage per 5ft travelled. How do you get 8d4 damage? They can at least jump a few feet. Then it is 20 ft centered on a point. Since we are on squares, one side is only 15ft across, as you cast it on an intersection. Not around a creature.
Ot they just stand still and hit you with a ranged attack. Disrupting your concentration. It can be good against some creatures. But against otgers it might do nothing at all.
And that's before pushing.

Compared to a fireball with 8d6 with a save 4d6 on a save from a fireball. The same damage without slowing (also without concentration).


Second wind is also a bonus action.


The monk alread took an attack or 2. Don't need to be sticky if they already attacked.
If they don't want to protect someone that is. Also they have lower AC than fighters.
Things are much closer than 2014.
Yes. Thank heavens.
paladin gets 5hp per level with LoH.
Yes. Per day.
Fighter gets 4hp per level with second wind, assuming one short rest. So even with +1Con, that's even.
Fighter gets 1d10+fighter level. Up to 4 times per day. And one extra per short rest. This is 25*4 without a short rest. And it starts well ahead of the paladin.

2*1d10+1. Is 13 hp, without any short rest. At level 4 we are looking at 3*1d10+4. About 28. Which is well above 4 per level. Without taking any short rest. Where do you get your numbers from?
But Cure wounds scales even faster than either one.
Right. But it competes with damage spells.
Monks don't need Str.
No. I never said that. They need wisdom and dex...
And a paladin can also go Dex. Nick is really nice with paladin 11, though that is out of scope.
And they need charisma...

While fighters can focus on Str or Dex and a second stat of their choice. Perhabs constitution. Or both Str and Dex. So they can use a bow and a great sword.
Everyone else is good at it too.
Yes. But not better than the fighter.
 
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Maybe more a party with ots of forced movement.

Aasimar or Dragonborn world Tree Barbarian, Warlock with repelling blast, , spellcasters with push spells etc.

Not a cheese grater but just binning NPCs back into the spike growth.

New Alert feat helps.
Yes. And they can also push your party members into spike growth. It certainly is a situationally good spell. But if your enemy can be pushed around that easily, then the enemy was not hard to deal with in the first place.
 

Yes. And they can also push your party members into spike growth. It certainly is a situationally good spell. But if your enemy can be pushed around that easily, then the enemy was not hard to deal with in the first place.

Maybe. I've seen parties focusing heavy on damage or control not so much on tactical stuff.

In theory it works but die to 5E bloated hit point and damage you either want to kill stuff fast or lock it down.

Also getting a whole group on the same page to try it i imagine would be difficult.

Minus and a grid helps as well. That might be more an online thing.
 

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