Horwath
Legend
rogues do not spend resources to sneak attack, and fighters return on short rest.I have a very hard time conceiving of fireball as an underwhelming spell. At levels 5-10, 8d6 damage (half of it guaranteed) is more than a Rogue deals when sneak attacking and similar to an action surging Fighter (depending on subclass abilities and target AC).
I can think of only one.Even against a single target, that can sometimes be a good use of a spell slot.
you are on turn, everyone else is down, BBEG is next but only on 10HP and you have only one 3rd level slot left from all available.
that is the only time.
that is true, however, fireball excels at cleaning up mooks that are 1-hit-kill anyway. Not so glorious use.Lots of spells in D&D are powerful in specific niches but weak or even useless outside of them. Hold Person and Counterspell, for instance, are rightly considered game changing spells, yet they do nothing against the majority of creatures in the Monster Manual. Fireball, in contrast, is a respectable spell in situations opposite those it was designed for, and it only improves from there.