FrogReaver
The most respectful and polite poster ever
Thread is intended to be a + thread where we optimize caster single target encounter damage and discuss the implications when comparing this with martial damage. The idea is for the + to short circuit all the comments like 'doing damage with a caster is bad' or 'why not control'. Etc. My focus is for level 1-10, feel free to go higher if you want. Preferably the combos being used are repeatable, but not necessarily for 6-8 encounters a day.
My initial thoughts:
Cleric
War Cleric - Spirit Guardians, True Strike (magic initiate), spiritual weapon (when used with the War Cleric level 6 feature it doesn't require concentration.
3d8 save for half (spirit guardians, level 5, can be 4d8 for 1 encounter) + 1d8+4 (spiritual weapon, level 6) + 1d8+4 (attack) + 1d6 (true strike bonus, magic initiate feat) + 1d8 (blessed strikes, level 7)
Assuming 60% chance to hit = 10.8 + 5.1 + 9.9 = 25.8 DPR
Damage will also continue to scale decently with higher slots used for spirit guards, more true strike and blessed strike damage bonuses.
Wizard
Evocation Wizard - Summon Fey, True Strike, Evocation savant.
2d6+3+3 (summon fey, lvl 3) + 1d8+1d6+4 (true strike)
Assuming 60% chance to hit = 10.92 + 7.2 + 2.4 = 20.52
Damage really ramps up if you can use summon fey in a 4th level slot = 29.76
Druid
Circle of Stars Druid - Starry Form Archer, Conjure Animals (better than summon fey in a 3rd level slot, slightly worse single target in a 4th level slot), true strike (magic initiate), Elemental Fury primal strike
3d10 save for half (Conjure Animals), 1d8+4 (Starry Form Archer), 1d8+4+1d6 (true strike) + 1d8 (primal strike)
Assuming 60% chance to hit = 13.2 + 5.1 + 7.2 +2.7 = 28.2
*Moon Druid may ultimately end up higher single target damage (need to see new beast monsters to know for sure).
Initial Takeaways
These numbers tend to be competitive with martial damage at these levels from what I've seen. And while it can't be kept up all day, it probably won't need to be. Sometimes options other than high damage will be more useful, it's just good to know the damage is there if you need it. AOE and Control are still usually strong options.
Though such high caster damage potential does make me think martials are a clear step behind.
My initial thoughts:
Cleric
War Cleric - Spirit Guardians, True Strike (magic initiate), spiritual weapon (when used with the War Cleric level 6 feature it doesn't require concentration.
3d8 save for half (spirit guardians, level 5, can be 4d8 for 1 encounter) + 1d8+4 (spiritual weapon, level 6) + 1d8+4 (attack) + 1d6 (true strike bonus, magic initiate feat) + 1d8 (blessed strikes, level 7)
Assuming 60% chance to hit = 10.8 + 5.1 + 9.9 = 25.8 DPR
Damage will also continue to scale decently with higher slots used for spirit guards, more true strike and blessed strike damage bonuses.
Wizard
Evocation Wizard - Summon Fey, True Strike, Evocation savant.
2d6+3+3 (summon fey, lvl 3) + 1d8+1d6+4 (true strike)
Assuming 60% chance to hit = 10.92 + 7.2 + 2.4 = 20.52
Damage really ramps up if you can use summon fey in a 4th level slot = 29.76
Druid
Circle of Stars Druid - Starry Form Archer, Conjure Animals (better than summon fey in a 3rd level slot, slightly worse single target in a 4th level slot), true strike (magic initiate), Elemental Fury primal strike
3d10 save for half (Conjure Animals), 1d8+4 (Starry Form Archer), 1d8+4+1d6 (true strike) + 1d8 (primal strike)
Assuming 60% chance to hit = 13.2 + 5.1 + 7.2 +2.7 = 28.2
*Moon Druid may ultimately end up higher single target damage (need to see new beast monsters to know for sure).
Initial Takeaways
These numbers tend to be competitive with martial damage at these levels from what I've seen. And while it can't be kept up all day, it probably won't need to be. Sometimes options other than high damage will be more useful, it's just good to know the damage is there if you need it. AOE and Control are still usually strong options.
Though such high caster damage potential does make me think martials are a clear step behind.