Flamestrike
Legend
No it doesnt.Fear clears a room a better than fireball.
I tend to roll for mooks as a group, as do most DMs I know.You generally will have to win initiative or have surprise to clear a room with fireball. The irony is the more "mooks" in the room, the less likely you will win initiative.
And your comment doesnt bear out in actual play. I frequently see fireball clear whole rooms of mooks.
That is God awful DMing.If at least 1 intelligent enemy saves they will NEVER lose more than 2 turns unless the DM is stupid. For example lets say you catch 14 bad guys in HP and 13 of them fail thier save. Let's evenly distribute initiative order among the wizard and 14 bad guys:
20: BG1
19: BG2
18: BG3
17: BG4
16: BG5
15: BG6
14: BG7
13: Wizard
12: BG8
11: BG9
10: BG10
9: BG11
8: BG12
7: BG13
6: BG14
You cast on initiative order 13. For the sake of this discussion we will say you catch every single one of them in HP and ONLY BG12 makes his save (initiative order 8). You had a great setup with 14 bad guys in the AOE and you got great rolls with 13 failing their saves and being charmed. After the wizards turn here is how it progresses:
12: BG 8 is charmed and can do nothing
11: BG 9 is charmed and can do nothing
10: BG10 is charmed and can do nothing
9: BG11 is charmed and can do nothing
8: BG12 uses action to wake BG 13
7: BG13 uses action to wake BG 14
6: BG14 uses action to wake bad guy 1
20: BG1 uses action to wake BG2
19: BG2 uses action to wake BG3
18: BG3 uses action to wake BG4
17: BG4 uses action to wake BG5
16: BG5 uses action to wake BG6
15: BG7 uses action to wake BG 8
Wizard -casts nonconcentration spell becasue he is still concentrating on the few that are not up /.. oh and it can not do damage to the remaining few charmed guys
13: BG8 uses action to wake BG9
12:BG9 uses action to wake BG10
11:BG10 uses action to wake BG11
ALL of them are now back in the fight
How many monsters, in the chaos of battle, are both intelligent enough and give enough of a naughty word about their allies to do that, and it only takes one dead creature in your chain of creatures to stop your conga line of waking other creatures up, and delay the whole thing by a third round.
So even assuming the above, you're looking at likely at least three rounds of the monsters running around doing jack squat, trying to wake each other up (comically I might add) while adventurers with sharp things are beating the snot out of them.
That is how the spell works and if your DM is not playing it that way then he is playing on easy mode for you.
No, he's just not a jerk, and is playing the monsters, through the monsters eyes.
Yeah but your damage factored in the additional move damage I assumed.Not true. Cantrip damage scales with character level not caster level, so at 5th level you get an extra 1d8 on a hit even if the enemy does not move
vs AC 15
Ranger 5, Rapier, Hunters mark, Giant killer: DPR = 65 percent of 28.5. Hit probability (2 attacks at +7 vs AC 15) around 90 percent.
Your PC, GFB, with an adjacent creature (so as optimal as it gets for you), unarmed strike: DPR = 60 percent of 16.5 (10 damage or so)
The single classed PC is 30 percent more likely to hit and deal at least some damage, twice as likely to deal a critical hit, and deals (on average) roughly 10 points more damage each turn (on average).
How about our Fighter (SS, Combat superiority FS) shooting with with his Bow with SS on, and using a single sup dice for precise strike. He fires twice at +2 (40 percent chance to hit dealing 17.5) AT +6.5 (62.5 percent chance of another 17.5) damage each shot.
His second shot alone deals 1 more damage than your single classed PC (with a greater chance of hitting), he deals roughly 8 more damage on average each round than you do, doesnt need two creatures next to each other to do it, has over a 90 percent chance of hitting at least once each turn, and on those turns he lands both attacks deals damage you can only dream of.
YOU. DONT. HAVE. A. STRENGTH. OF 18. AT. 5TH. LEVEL. Feats are a class feature you dont have thanks to multiclassing.18 strength greatsword 5th level 2 attacks AC 15: 14 DPR (11 damagex2 with a 65% chance to hit)
18 strength greatsword 5th level Booming Blade AC15: 10 plus 6 if he moves (15.5 damage + 9 movement damage with a 65% chance to hit)
Run the numbers again, drop your hit chance by 5 percent and damage by 1 point.
But fine, lets assume a dream MC of Fighter 4/ Cantrip granting class 1 vs Fighter 5.
Assuming the target doesnt move (and why would they) the single classed fighter deals 50 percent more damage than his MC comrade, deals some damage on his turn far more often than his MC comrade (65 vs 90 odd percent of the time), has roughly double the chance to land a critical hit (triggering a third attack thanks to GWM), and his maximum damage is 102 (GWM, crits) to the MC fighters (GWM, BB, Crit) 80.
When using action surge, more or less double those discrepancies. And being able to spam rider effects (like Sup dice, or magical weapons etc) only further favors the single classed PC
The cantrip takes up some of the slack here, but the single classed fighter is clearly superior, and doesnt need his target to move, or a convenient nearby target taking some piddling splash damage to close the gap.