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General Tabletop Discussion
*Dungeons & Dragons
good breakdown of multiclass vs single class for 5e?
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<blockquote data-quote="ECMO3" data-source="post: 8620163" data-attributes="member: 7030563"><p>I think just about any 5th level party will deal with those encounters easily.</p><p></p><p>There are a bunch of good 3rd level spells, but the ones you mentioned are not game changers. As for the spells you mention:</p><p>1. Revify is irrelevant in the encounters you listed because with a party of 5th level characters no one should die in those encounters. Also if you can afford the material components, then you should have plenty of healing potions.</p><p>2. Fireball is ok, but nothing to write home about. Unless you are an evoker you will generally get more mileage out of an upcast control spell.</p><p>3. Hypnotic pattern with a DC 15 is going to basically make some of the enemies lose 1 action. It is good agaisnt the Ettins and dragons because you can probably hit both of the wyrmlings/Ettins or the adult, meaning you can take out all enemies and take a couple rounds to buff and take them on one at a time. Against the other enemies it is going to be 1 lost action because at least one enemy will probably save and that means all of them will be back in the fight in about 1 round. I know some tables like to hombrew HP and make it more powerful, but RAW as long as one enemy saves it is a very weak spell because enemies that are shaken out of it can act immediately.</p><p></p><p>Your argument would have been better if you picked good 3rd level spells that really are game changers like fear, fly or counterspell.</p><p></p><p>Extra attack vs BB/GFB is worth about 25 damage to the enemy per combat, a lot of that coming at the end when the fight is essentially won. The only way it is worth more is if you optimize a character for melee combat and a character optimized for melee is not going to be very good against those flying dragons (a chill touch or firebolt will outrun him).</p><p></p><p>12 bardic inspiration vs 4 - sure that is good, but it is not better than having shield and absorb elements spells on your list, with the ability to cast them using any of your slots. Shout out to eldritch blast and Hex too! Either of these would be FAR better than picking up Hypnotic Pattern and 8 more inspiration. HP may be most worthless 3rd level AOE spell there is. How about multiclassing at level 3 and picking up channel divinity (3 Bard/2 cleric).</p><p></p><p>The sole thing on your list that is actually a big deal is stunning fist.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8620163, member: 7030563"] I think just about any 5th level party will deal with those encounters easily. There are a bunch of good 3rd level spells, but the ones you mentioned are not game changers. As for the spells you mention: 1. Revify is irrelevant in the encounters you listed because with a party of 5th level characters no one should die in those encounters. Also if you can afford the material components, then you should have plenty of healing potions. 2. Fireball is ok, but nothing to write home about. Unless you are an evoker you will generally get more mileage out of an upcast control spell. 3. Hypnotic pattern with a DC 15 is going to basically make some of the enemies lose 1 action. It is good agaisnt the Ettins and dragons because you can probably hit both of the wyrmlings/Ettins or the adult, meaning you can take out all enemies and take a couple rounds to buff and take them on one at a time. Against the other enemies it is going to be 1 lost action because at least one enemy will probably save and that means all of them will be back in the fight in about 1 round. I know some tables like to hombrew HP and make it more powerful, but RAW as long as one enemy saves it is a very weak spell because enemies that are shaken out of it can act immediately. Your argument would have been better if you picked good 3rd level spells that really are game changers like fear, fly or counterspell. Extra attack vs BB/GFB is worth about 25 damage to the enemy per combat, a lot of that coming at the end when the fight is essentially won. The only way it is worth more is if you optimize a character for melee combat and a character optimized for melee is not going to be very good against those flying dragons (a chill touch or firebolt will outrun him). 12 bardic inspiration vs 4 - sure that is good, but it is not better than having shield and absorb elements spells on your list, with the ability to cast them using any of your slots. Shout out to eldritch blast and Hex too! Either of these would be FAR better than picking up Hypnotic Pattern and 8 more inspiration. HP may be most worthless 3rd level AOE spell there is. How about multiclassing at level 3 and picking up channel divinity (3 Bard/2 cleric). The sole thing on your list that is actually a big deal is stunning fist. [/QUOTE]
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good breakdown of multiclass vs single class for 5e?
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