D&D 5E (2024) How 2024 design interacts with class features and resources (poorly)

Hard to use with a RAW DM

What RAW are you talking about? RAW Shillelagh works on a Club or Quarterstaff and a Club is a light weapon.

The highest damage PC I ever played was an Eldritch Fighter 12-Warlock 8 who used a Shillelagh Club in one hand and a Pact Scimitar in the other getting 4 attacks with Shillelagh Green Flame Blade - Shillelagh -Shillelagh -nick Scimitar and that PC was RAW.
 

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What RAW are you talking about? RAW Shillelagh works on a Club or Quarterstaff and a Club is a light weapon.

The highest damage PC I ever played was an Eldritch Fighter 12-Warlock 8 who used a Shillelagh Club in one hand and a Pact Scimitar in the other getting 4 attacks with Shillelagh Green Flame Blade - Shillelagh -Shillelagh -nick Scimitar and that PC was RAW.

Its casting shilleagh if your hands are full eg shield and material component.

You need to be a druid or aquire it via pact of tome/on your caster list RAW.

Dual wielding should be fine, pact weapon in other hand as a work around.
 

Its casting shilleagh if your hands are full eg shield and material component.

You only cast it once, usually at the beginning of combat, and you draw the other weapon you attack with (in this case my pact Scimitar).

You can't use it with a shield RAW unless you start without the Shield equiped and take an entire action to equip it, but fighting with a weapon in each hand is not an issue RAW.


You need to be a druid or aquire it via pact of tome/on your caster list RAW.

Yes, and Ranger can also get it through the Fighting style feat.
 
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You only cast it once, usually at the beginning of combat, and you draw the other weapon you attack with (in this case my pact Scimitar).

You can't use it with a shield RAW unless you start without the Shield equiped and take an entire action to equip it, but fighting with a weapon in each hand is not an issue RAW.




Yes, and Ranger can also get it through the Fighting style feat.
You only cast it once, usually at the beginning of combat, and you draw the other weapon you attack with (in this case my pact Scimitar).

You can't use it with a shield RAW unless you start without the Shield equiped and take an entire action to equip it, but fighting with a weapon in each hand is not an issue RAW.




Yes, and Ranger can also get it through the Fighting style feat.

Not sure if it makes it a ranger spell though.
 

They are closer to casters in power if you optimize, but they take a lot longer than casters in play, especially at higher levels where you are getting all kinds of crap to add to every attack.

My 19th level game has a fighter a ranger and a paladin, all with various weapon masteries. They LOVE the weapon mastery add on to their characters (I let them switch to 5.5 versions).

And the game hasn't shown any kind of lag or slow down in play at all.

And high level martials taking longer to act than high level casters? That hasn't been my experience at all. Weapon masteries, for example, are a quick, easy add on effect.

Whereas unprepared players of high level casters can take ages to not only decide on a given spell but then take a while to sort out all the effects, placement etc.
 

Yes it does, because it's the concept of the class. The ability to do both and do it at an A-grade level at the same time. As opposed to the Fighter who attacks at an S-grade level, but can't heal anyone other than themselves the same turn, or the Cleric who heals at an S-grade level but gives up attacking to do so. (Or heals at an A-grade level with Healing Word and then gets to attack or cast a cantrip ... hey, same as the Paladin except Healing Word has range!)
Fascinating; what is your opinion on the Bonus Action smite changes in comparison?
 

Fascinating; what is your opinion on the Bonus Action smite changes in comparison?
I'm not gonna say I love it, but they worked the rest of the Paladin around it very nicely. (Something they abjectly failed to do with the Ranger and Hunter's Mark, in contrast.) Channel Divinity powers losing their action costs for example and instead becoming part of your Attack action or a free rider on Divine Smite, as one example. Also while Divine Smite got nerfed to a bonus action, all the other Smite spells got buffed to also being a bonus action that you use right after you hit, instead of casting them beforehand and having to concentrate on them before you hit with them, actually making those viable to use. So that balances out, too.
 

Whereas unprepared players of high level casters can take ages to not only decide on a given spell but then take a while to sort out all the effects, placement etc.
Matches my experience. Which is that the difference between prepared and unprepared players can be stark especially at high levels, and that martials are much more likely to be prepared due to fewer options.
 

My 19th level game has a fighter a ranger and a paladin, all with various weapon masteries. They LOVE the weapon mastery add on to their characters (I let them switch to 5.5 versions).

And the game hasn't shown any kind of lag or slow down in play at all.

I have a very different experience in the 7 1-20 or 3-20 5.5E campaigns I played.

The gaming groups I play with are mixed when it comes to masteries. The ones that like them typically wanted a bigger change from with the new rules. They like the masteries, but still dislike the rules generally. Those that dislike or don't care about the masteries are generally happier with the new rules in general (and were happy with 5E before they came out).

One thing that is consistent though is a combat turn takes a LOT longer for martials in 5.5E, easily twice as long as it did in 5E. Time for casters is actually less than it was in 5E

And high level martials taking longer to act than high level casters? That hasn't been my experience at all. Weapon masteries, for example, are a quick, easy add on effect.

Like I said, I have played a lot of high level 5.5E and that is not my experience.

Masteries objectively cause many more rolls and those that don't explicitly cause more rolls, cause extra actions or extra math. Topple is literally twice as many rolls on the turn of the PC that has it, and then is more rolls for your allies targeting the bad guy too (whether using ranged or melee). Vex is more rolls. Sap is one more roll for every guy you hit. Push is used for things like pushing enemies into spirit guardians and then there is a save and a damage roll for that. Nick lets you attack without a bonus action meaning you can do that and use a bonus action where without it you could only do one of those. Cleave is an extra roll when you hit with another enemy in reach and although Graze does not cause extra rolls it does cause extra damage (and the time it takes to manage hit points). The only mastery that does not objectively increase the time it takes in combat is Slow.

Then after masteries you have things like Heroic Warrior, getting extra movement every time you use Second Wind (in addition to using it more often), Monks doing more attacks, Rogues throwing save effects on their sneak attacks (in addition to making sneak attacks with a Truestrike bonus action) ....

Non-caster Martials are FAR more capable in 5.5E than they were in 5E and most of that additional capability is not from damage, it comes from being able to do more things in combat, both through weapon masteries and through other "things" that take time.

Whereas unprepared players of high level casters can take ages to not only decide on a given spell but then take a while to sort out all the effects, placement etc.

I don't play at high level with unprepared players and anyone who plays a 1-20 campaign should be pretty experienced by the end of it as we are talking about well over 40 hours of play.

Spell casters were sped up quite a bit in 5.5E by how they simplified spells. 5.5 spells are much more straightforward with little variation or rules complications. For example, Tashas Laughter and Command now affect everything, no more checking Intelligence or if a creature knows a Language. There are no more spells that "summon 8 allies that all get their own turn" and the spells that still do summon one ally use a specific bespoke stat block, so there is no searching the Monster Manual for a stat block.
 
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