Because if you attack with the club you can't Extra attack with the scimitar.why?
it is, it's the club that triggers TWF.
Thirsting blade only gives the pact weapon Extra Attack.
Because if you attack with the club you can't Extra attack with the scimitar.why?
it is, it's the club that triggers TWF.
I would not take resilient wis as fighter.You posted your bottom 2, not 4.
As for the paladin vs fighter. Assuming 1 short rest, and the Fighter having 16 Con vs 14 paladin.
Level 2
Fighter has
2d6+3 * .6 + (3 *.4 graze)= 7.2 * 2 = 14.4 bonus damage
2 Con + 3d10+6 = 24.5 bonus HP
Paladin has
2 smites (1 free) * 2d8 = 18 bonus damage
10+1 cure wounds 2d8+3 = 22 bonus HP.
I consider tactical mind to be on par with Bless, so kind of a wash in that department.
Level 4 (ignoring subclass)
Fighter
2d6+4+2 * .6 + (4*.4) = 9.4 *2 = 18.8 bonus damage
4 Con+4d10+16 = 42 bonus HP
Paladin
2 Smites =18 bonus damage
20 LoH + 2 cure wounds * 2d8+3 = 44
Paladin by a hair.
Level 6
Fighter
2d6+4+3 * .6 + (4*.4) = 10 *4 = 40 bonus damage
4d10+24 = 46 bonus HP.
Paladin
5 level 1 smites (1 free) = 2d8* 5 = 45
30 LoH + 2 level 2 cure wounds = 8d8+6 = 72 bonus HP.
Paladin is firmly ahead by the numbers
- the aura is way better than resilient Wis.
- paladin has more variety with their slot, including dragons breath for AoE.
- a Steed who can take / deal even more damage.
You can calculate 8 and 10 if you want, but LoH will out pace up with second wins, and the Paladin gets more slots.
Now, if you get enough short rests, then fighter will win. Especially a battle master.
why not?Because if you attack with the club you can't Extra attack with the scimitar.
Thirsting blade only gives the pact weapon Extra Attack.
But still not as good as +3 to all saves, that sometimes works for allies too.I would not take resilient wis as fighter.
I take mage slayer.
One auto save per short rest is better than a +3 bonus to a single save.
That's going to vary by table. I would put fighter ahead at 3 short rests.I also considered 2 short rests.
Not as good as a Find Steed for mobility.You also neglected tactical shift that allows for extra mobility.
And the Fighter might of used second wind / tactical shift. They got more uses.And you did not consider that you can't use GWM with hew if you used smite in the same round (can absolutely happen, if your smite kills an enemy).
I don't see how that fighter is better at range.And I think the ability of a fighter to fight at range should be considered.
Feel free to run the numbers with the subclass if you want.I am also not sure if you can neglect subclass.
Fighter: 15+2 Str, 15+1 Con, 14 Wis, 10 Dex, 8 Int 8 Cha.Edit: how do you distribute stats?
Having an ability that 100% works if really needed vs 15% better chance... I disagree.But still not as good as +3 to all saves, that sometimes works for allies too.
Probably even.That's going to vary by table. I would put fighter ahead at 3 short rests.
Not sure about 2.
Right. If you have enough space to maneuver your horse. Outside: pro pala. Inside: pro fighter.Not as good as a Find Steed for mobility.
60' and Disengage each turn, no bonus action.
Guidance vs tactical shift. Again: better vs more often.And the Fighter might of used second wind / tactical shift. They got more uses.
With your distribution, they are not.I don't see how that fighter is better at range.
Yes. But better than nothing.Paladin can also get archery style and use divine favor. Only the smites are out. And action surge takes a big hit with the smaller damage die.
No thanks. That is a bit much work for too little gain.Feel free to run the numbers with the subclass if you want.
I think precision strike is overrated now that we don't need it to offset -5 to hit. But of course a good fallback option. And again: higher bonus when you need it is better than a smaller bonus.But IMO +3 to hit all the time (Devotion) vs +1d8 to-hit on 4 attacks (Battlemaster Precision) is close enough.
Agreed.And immunity to charm is better than knowing resistance at the cost of a battlemaster die.
Agreed.Devotion can't change weapons though.
And I really like shining smite, so Vengence seems redundant. Though Vengeance with Divine Favor works, but party damage is better IMO.
I would rather have higher dex as fighter for ranged attacks.Fighter: 15+2 Str, 15+1 Con, 14 Wis, 10 Dex, 8 Int 8 Cha.
Paladin: 15+2 Str, 15+1 Cha, 14 Con, 10 Dex, 8 Int, 8 Wis.
Point buy. Though I didn't look up what background they would need...
Musician is nice. Probably RAW the Paladin can give themself inspiration by targettin someone who already has it.Fighter can start with Tough and Paladin can start with Musician. Not sure how to calculate giving the party heroic inspiration, so I'll leave that as is.
I had no problems if you assumed custom background or human feat.Unfortunately it looks like Cha Shillelagh is not going to work with the offical backgrounds.
If I wanted a little more all around fighter, I would go with:Fighter: 15+2 Str, 15+1 Con, 14 Wis, 10 Dex, 8 Int 8 Cha.
Invocation says your pact weapon has Extra attackwhy not?
you attack with a club.
club triggers attack with scimitar.
attack with scimitar(pact weapon) is part of Attack action because of nick mastery.
invocation says that if you attack with pact weapon with your Attack action, you can attack twice with your pact weapon.
because of nick scimitar is in attack action. that is the whole point of nick mastery.Invocation says your pact weapon has Extra attack
You never attacked with your pact weapon as a Attack action. You did that with your shillelagh.
Attack: Club
Nick: Scimitar
Extra Attack: None since you attacked with club
It's not though.because of nick scimitar is in attack action. that is the whole point of nick mastery.
Nick attack is the attack with pack weapon withing Attack action, hence it triggers ability of invocation so you can make extra attack of Extra attack feature.It's not though.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
The nick attack is the light weapon's extra attack
Not Extra Attack's extra attack.