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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6597652" data-attributes="member: 5834"><p>One last addition to the strategy if grapple/shove is used to allow a group of mobs to break into the room according to class:</p><p></p><p>1. Cleric should play defense. The cleric should use the Dodge action. Their priority is keeping the <em>bless</em> active. If multiple mobs attack the cleric, cleric should Dodge. Even if they shove her prone for a round of attacks, Dodge cancels Advantage from Prone. With an AC 18, you still have very little chance of being hit even by four gnolls. The gnolls chasing you act as a form of crowd control. You should cast <em>spiritual weapon</em> instead and attack with <em>spiritual weapon</em> while using the Dodge action. You should focus on damaging the mobs on the warlock/fighter to bring them in range of a hit kill to keep the warlock/fighter getting temporary hit points.</p><p></p><p>2. Wizard after unleashing <em>thunderwave</em> should also play defense. He should use his action for Dodge. He should use his bonus action to move the <em>flaming sphere</em> once again focusing on the warlock/fighter to keep hit points on mobs low for temporary hit point cycling.</p><p></p><p>3. Eldritch Knight should switch to sword and shield boosting AC and doing melee damage. If necessary also switch to Dodge to keep gnolls occupied. An Eldrithc Knight should be able to do a good job fighting gnolls and go back to back or side to side with warlock/fighter.</p><p></p><p>4. Monk same as Eldritch Knight. You should close ranks as much as possible. If they wish to continue grappling, each gnoll that grapples lowers the group damage. Each failure further lowers the group damage as well as takes a weapon out of their hand. Use <em>thunderwave</em> or <em>shield</em> as needed.</p><p></p><p>5. Warlock/fighter. Do what you do. Fight to the death. Cycle those temporary hit points. </p><p></p><p>Don't get flustered. Stay focused. Win the combat. A group of gnolls is not a tough fight. They're bags of hit points that eventually die. Now a group of hobgoblins or bugbears that large require you run. Orcs can be pretty nasty too because of Greataxe damage. But gnolls not so much.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6597652, member: 5834"] One last addition to the strategy if grapple/shove is used to allow a group of mobs to break into the room according to class: 1. Cleric should play defense. The cleric should use the Dodge action. Their priority is keeping the [I]bless[/I] active. If multiple mobs attack the cleric, cleric should Dodge. Even if they shove her prone for a round of attacks, Dodge cancels Advantage from Prone. With an AC 18, you still have very little chance of being hit even by four gnolls. The gnolls chasing you act as a form of crowd control. You should cast [I]spiritual weapon[/I] instead and attack with [I]spiritual weapon[/I] while using the Dodge action. You should focus on damaging the mobs on the warlock/fighter to bring them in range of a hit kill to keep the warlock/fighter getting temporary hit points. 2. Wizard after unleashing [I]thunderwave[/I] should also play defense. He should use his action for Dodge. He should use his bonus action to move the [I]flaming sphere[/I] once again focusing on the warlock/fighter to keep hit points on mobs low for temporary hit point cycling. 3. Eldritch Knight should switch to sword and shield boosting AC and doing melee damage. If necessary also switch to Dodge to keep gnolls occupied. An Eldrithc Knight should be able to do a good job fighting gnolls and go back to back or side to side with warlock/fighter. 4. Monk same as Eldritch Knight. You should close ranks as much as possible. If they wish to continue grappling, each gnoll that grapples lowers the group damage. Each failure further lowers the group damage as well as takes a weapon out of their hand. Use [I]thunderwave[/I] or [I]shield[/I] as needed. 5. Warlock/fighter. Do what you do. Fight to the death. Cycle those temporary hit points. Don't get flustered. Stay focused. Win the combat. A group of gnolls is not a tough fight. They're bags of hit points that eventually die. Now a group of hobgoblins or bugbears that large require you run. Orcs can be pretty nasty too because of Greataxe damage. But gnolls not so much. [/QUOTE]
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