clearstream
(He, Him)
So the next slice is offence - how a character contributes to DPR. Again, the yardstick is an ASI. Half an ASI is 1pt, a whole ASI is 2pts, and a double ASI is 4pts. Here is the table -
Notice the brighter red text
As I've several times noted, there are two fundamental approaches to DPR
Finally, on investment into offence
Notice the brighter red text
- On my first pass, it seemed to me that all classes follow the same steps - 5th and 11th - so that DPR in tier 2 is a meaningful step up from tier 1, and tier 3 is a meaningful step up from tier 2; and that is mostly true (10/12 classes)
- One exception is the rogue - whose constantly scaling sneak attack lands them in the same place, but without pronounced steps at the tier thresholds
- The other is the barbarian - whose intent seems to be that they deliver their DPR by fighting on relentlessly through damage - notice how little they invest in offence compared with sustain; their ability to sustain allows them to make choices in regard to weapons and feats that other martials might do less well with
- For two classes - monk and ranger - this table fails to really explain their step in DPR at 11th; the reason why will become clearer later
- Some classes increase their DPR by increasing their number of attacks - barbarian, fighter, monk, paladin, ranger, warlock
- Others increase their DPR by increasing their damage per attack - bard, cleric, druid, rogue, sorcerer, wizard
- A few switch their approach, increasing number of attacks at 5th, and damage per attack at 11th - monk, paladin, maybe ranger
- The designers seem to consciously lean into diversity so that some classes get to make a choice - bards are an example - more on that later
Finally, on investment into offence
- Barbarian, fighter and rogue invest remarkably little directly into offence - 14-16pts
- The full casters, having put less into sustain, invest greatly here - 42-52pts
- In the middle are monks, paladins, rangers and warlocks - 28-36pts
- Remember that all points are not equivalent: a few mechanically well-aligned features can have more impact in play than a plethora of poorly-aligned features; that's easily seen if you picture a character with 100 offensive features, of which they can use only one per turn...