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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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<blockquote data-quote="duneguy" data-source="post: 8084360" data-attributes="member: 56672"><p>I used Spiritual Weapon (no concentration) and Spirit Guardians ASAP, often with higher-level spell slots. I'll grab numbers and add them to this reply in a minute.</p><p></p><p>Edit: OK, so let's take a look at life cleric at level 11, where it does higher damage than the evoker.</p><p></p><p>Round one: As a bonus action, cast Spiritual Weapon (not a concentration spell) at level 5: 13.5 (3d8) each turn for 3 turns, for 40 damage overall. Then cast Spirit Guardians at level 4 (concentration), 18 (4d8) damage for 3 turns against 2 targets. 108 damage - or 72, if you assume that the cleric's concentration gets ended one turn early.</p><p></p><p>Round two: Lv 6 Flame strike hitting 2 targets for 63 (18d6) or half on a failed save.</p><p></p><p>Round 3: Lv 4 Inflict Wounds for 33 (6d10) damage.</p><p></p><p>Reduce that all for misses chances and saving throws, divide by 3 over 3 rounds, and it's still a lot.</p><p></p><p>The cleric competing so well with the evoker wizard may actually be a function of me underestimating the wizard, who mostly slings fireballs.</p></blockquote><p></p>
[QUOTE="duneguy, post: 8084360, member: 56672"] I used Spiritual Weapon (no concentration) and Spirit Guardians ASAP, often with higher-level spell slots. I'll grab numbers and add them to this reply in a minute. Edit: OK, so let's take a look at life cleric at level 11, where it does higher damage than the evoker. Round one: As a bonus action, cast Spiritual Weapon (not a concentration spell) at level 5: 13.5 (3d8) each turn for 3 turns, for 40 damage overall. Then cast Spirit Guardians at level 4 (concentration), 18 (4d8) damage for 3 turns against 2 targets. 108 damage - or 72, if you assume that the cleric's concentration gets ended one turn early. Round two: Lv 6 Flame strike hitting 2 targets for 63 (18d6) or half on a failed save. Round 3: Lv 4 Inflict Wounds for 33 (6d10) damage. Reduce that all for misses chances and saving throws, divide by 3 over 3 rounds, and it's still a lot. The cleric competing so well with the evoker wizard may actually be a function of me underestimating the wizard, who mostly slings fireballs. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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