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

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 part of the Attack action but it doesn't replace nor became one of the attacks from the Attack action.

You still take actions as a Warlock.

When your turn comes and you take an Attack as a Warlock who only has 1 attack and 1 light weapon attack.

Once you attack with a club, you are done. You don't have Extra attack with club.

Once you attack with a scimitar, you can only attack with the scimitar once more and the club once as a bonus action. The club doesn't have Nick.

It's a weird case for Warlocks. They only get Extra Attack with pact weapons not all weapons.
 

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I think of classes this way.

Long Day DPR:
Short Day DPR:
Switch hitting:
Fluidity:
Toughness:
Exploration:
Social:
Lore:

Long Day DPR
How much damage they deal of days with 4 or more encounters per long rest

Short Day DPR:
How much damage they deal of days with 3 or fewer encounters per long rest

Switch Hitting:
How much damage a ranged build deals in melee or a melee build deals at range

Fluidity:
How well the class can handle roles not focused on its build

Toughness:
HP, AC, and Saves

Healing:
How well the class can heal itself or others

Exploration:
How well the class deals with exploration challenges

Social:
How well the class deals with social challenges

Lore:
How well the class deals with lore challenges

So a Fighter 1-10 is

Long Day DPR: S
Short Day DPR: B
Switch hitting: A
Fluidity:C
Toughness: A
Exploration: B
Social: C
Lore: D

Whereas a Paladin 1-10 is

Long Day DPR: C
Short Day DPR: S
Switch hitting: D
Fluidity: D
Toughness: S
Exploration: B
Social: A
Lore: D
 

It's part of the Attack action but it doesn't replace nor became one of the attacks from the Attack action.

You still take actions as a Warlock.

When your turn comes and you take an Attack as a Warlock who only has 1 attack and 1 light weapon attack.

Once you attack with a club, you are done. You don't have Extra attack with club.

Once you attack with a scimitar, you can only attack with the scimitar once more and the club once as a bonus action. The club doesn't have Nick.

It's a weird case for Warlocks. They only get Extra Attack with pact weapons not all weapons.

What’s the wording on warlock invocation for extra attack.
 

Well max damage is something like 76+ hew 16+ cleave 12 and 24 off battlemaster dice.

Max damage is 94.
2d6+4
+4 GWM
+1 GWF
+1d8 trip attack
+Action Surge

= 82 + bonus action from GWM crit which does 12. Total 94.

Of course crits can also up damage a little.
 


I think of classes this way.

Long Day DPR:
Short Day DPR:
Switch hitting:
Fluidity:
Toughness:
Exploration:
Social:
Lore:

Long Day DPR
How much damage they deal of days with 4 or more encounters per long rest

Short Day DPR:
How much damage they deal of days with 3 or fewer encounters per long rest

Switch Hitting:
How much damage a ranged build deals in melee or a melee build deals at range

Fluidity:
How well the class can handle roles not focused on its build

Toughness:
HP, AC, and Saves

Healing:
How well the class can heal itself or others

Exploration:
How well the class deals with exploration challenges

Social:
How well the class deals with social challenges

Lore:
How well the class deals with lore challenges

So a Fighter 1-10 is

Long Day DPR: S
Short Day DPR: B
Switch hitting: A
Fluidity:C
Toughness: A
Exploration: B
Social: C
Lore: D

Whereas a Paladin 1-10 is

Long Day DPR: C
Short Day DPR: S
Switch hitting: D
Fluidity: D
Toughness: S
Exploration: B
Social: A
Lore: D

I like it. Only thing I dislike is some of those are really subjective. And most of those are often boosted by long or short rest resources, the same resources often used to boost damage.
 

Thirsting Blade​

Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

Thanks. I’m with you then. Scimitar must be pact weapon. Must attack with it twice. Then since shileleagh club doesn’t have nick it must be bonus action to TWF with it.
 

Having an ability that 100% works if really needed vs 15% better chance... I disagree.
Precision Stike doesn't 100% work.
You could miss by 2 and roll a 1.
And action surge can also miss.

Battlemastrr damage can always be tacked on. But so can smite damage.
With your distribution, they are not
If you fo Str / Dex, then the fighter loses Con.
No thanks. That is a bit much work for too little gain.
Hence why I ignored subclass.
I think precision strike is overrated now
I'm trying to keep it apples to apples as much as possible. Both Paladin and BM have other effects they can bring to the table. But +to-hit is matched.
And again: higher bonus when you need it is better than a smaller bonus.
Depends on the ratio.
I would rather have higher dex as fighter for ranged attacks.
You can make a high Dex paladin too. Go Vengeance with a longbow, two dangers and Divine Favor.

You can go with 14 Cha if needed. The only thing I use it for the the aura.
And with 8 wis, the paladin starts with worse wis saves than the fighter until the aura kicks in.
Sure. And if this was 1-5 that might be the edge the fighter needs to come out ahead. It's extremely close.

But after 6 you have a much better saves, for you allies too.
I had no problems if you assumed custom background or human feat.
Yea, but I also really like Musician. Even if it doesn't give me an inspiration.

Oh, go human. Now i can get both. Devotion doesn't care about darkvision very much with it's glowing sword.

And the extra casting of Cure Wounds will beat Toughness till level 6. So that tracks.

Plus Starry Wisp for a ranged option.
So my breakdown, as already mentioned before: seems like they are dead even on average. I see neither a clear universal advantage with the fighter, nor the paladin.
From 1-5 i agree. Extremely close and fighter might edge it out.
But paladin 6+ the has a clear advantage with the aura, steed, and higher level slots.

2 shot rests might be Battlemaster, but not the other fighters.

3+ short rests per day. Then any Fighter.
 

Precision Stike doesn't 100% work.
You could miss by 2 and roll a 1.
And action surge can also miss.

Battlemastrr damage can always be tacked on. But so can smite damage.

If you fo Str / Dex, then the fighter loses Con.

Hence why I ignored subclass.

I'm trying to keep it apples to apples as much as possible. Both Paladin and BM have other effects they can bring to the table. But +to-hit is matched.

Depends on the ratio.

You can make a high Dex paladin too. Go Vengeance with a longbow, two dangers and Divine Favor.

You can go with 14 Cha if needed. The only thing I use it for the the aura.

Sure. And if this was 1-5 that might be the edge the fighter needs to come out ahead. It's extremely close.

But after 6 you have a much better saves, for you allies too.
Yes.
Yea, but I also really like Musician. Even if it doesn't give me an inspiration.

Oh, go human. Now i can get both. Devotion doesn't care about darkvision very much with it's glowing sword.

And the extra casting of Cure Wounds will beat Toughness till level 6. So that tracks.

Plus Starry Wisp for a ranged option.

From 1-5 i agree. Extremely close and fighter might edge it out.
But paladin 6+ the has a clear advantage with the aura, steed, and higher level slots.
I still don't see it. The extra feat at 6 helps the fighter a lot. Still depends on the actual adventure. I still think going dex 14 is a good choice for fighters. Yes, vengeance can make use of it too. But since we are not comparing subclasses, I'd rather not count on that. The nice thing is that fighters can switch weapons more easily and does not lose as much.
2 shot rests might be Battlemaster, but not the other fighters.
I disagree. Action surge and second wind are useful. After level 5, action surge is two extra attacks.
And after gaining mage slayer, your get out of jail card refreshes too.
And at level 8, the fighter is at str 20 with two extra feats compared to the paladin who also has str 20.
3+ short rests per day. Then any Fighter.
Yes. But 2 short rests should be enough.
 

I still don't see it. The extra feat at 6 helps the fighter a lot.
but not as much as +3 to all saves
Still depends on the actual adventure
Sure. Maybe the DM only runs creatures that force Charisma saves, or are vulnerable to radiant.

But we can't really count on that.
The nice thing is that fighters can switch weapons more easily and does not lose as much.
Agreed.
And the paladin can carry a shield and not loose a s much.
Smite doesn't care what weapon you wield. Action Surge does.
I disagree. Action surge and second wind are useful.
Never said they weren't.
After level 5, action surge is two extra attacks.
And level 2 searing smite is 4d6+, and can't miss.

Shining smite is probably better, but that pretty team depend.
And at level 8, the fighter is at str 20 with two extra feats compared to the paladin who also has str 20.
I'm still thinking Shillelagh +shield, Inspiring leader, and 20 Cha would be optimal. It plays into the paladin strengths better than a greatsword.

But it's harder to compare that way.

I guess I could compare Rapier + Shield and Defensive Duelist. See how bad the loss of a greatsword hurts the fighter.
 

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